diff --git a/gamedir/Data-UB/APBPConstants.ini b/gamedir/Data-UB/APBPConstants.ini new file mode 100644 index 000000000..6b6c0b982 --- /dev/null +++ b/gamedir/Data-UB/APBPConstants.ini @@ -0,0 +1,451 @@ + +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13 +;****************************************************************************************************************************** + +; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points). +; +; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property. +; All other properties in the file will be adjusted dynamically ingame. +; Howevery you can override the default values and the game will use them. +;------------------------------------------------------------------------------------------------------------------------------ + +[APConstants] +;*********************************************************************** +;* The maximum number of Action Points a merc may have. * +;* Should be 5x MAX_AP_CARRIED for game-balance purposes. * +;*********************************************************************** +AP_MAXIMUM = 100 + +;*********************************************************************** +;* The minimum number of Action Points a merc should have. * +;*********************************************************************** +AP_MINIMUM = 40 + +;*********************************************************************** +;* The minimum number of Action Points a soldier (merc, enemy, ...) * +;* must have to get an interrupt. * +;*********************************************************************** +MIN_APS_TO_INTERRUPT = 16 + +;*********************************************************************** +;* The maximum number of Action Points for Crepitus. * +;*********************************************************************** +AP_MONSTER_MAXIMUM = 160 + +;*********************************************************************** +;* The maximum number of Action Points for vehicles. * +;*********************************************************************** +AP_VEHICLE_MAXIMUM = 200 + +;*********************************************************************** +;* This is the maximum number of Action Points that may be carried * +;* over from a previous round. It should be no more than 1/5 of * +;* AP_MAXIMUM, or game balance may be seriously disturbed. * +;*********************************************************************** +MAX_AP_CARRIED = 20 + +;*********************************************************************** +;* The following 5 values are actual percent adjustments. * +;* So 9 actually means 90% of whatever APs have been calculated. * +;* 15 = 150%. etc. * +;* * +;* AP_WRONG_MAG is the multiplier applied to reload AP cost when * +;* trying to reload from an improper sized mag * +;*********************************************************************** +AP_YOUNG_MONST_FACTOR = 15 +AP_MONST_FRENZY_FACTOR = 13 +AP_CLAUSTROPHOBE = 9 +AP_AFRAID_OF_INSECTS = 8 +AP_WRONG_MAG = 15 + +;*********************************************************************** +;* The amount of Action Points that are needed to exchange places * +;* with another character. * +;*********************************************************************** +AP_EXCHANGE_PLACES = 20 + +;*********************************************************************** +;* Movement costs are raised by this amount, when moving in reverse. * +;*********************************************************************** +AP_REVERSE_MODIFIER = 4 + +;*********************************************************************** +;* Movement costs are raised by this amount, when being stealthy. * +;*********************************************************************** +AP_STEALTH_MODIFIER = 8 + +;*********************************************************************** +;* The amount of Action Points that are needed to steal from an enemy. * +;*********************************************************************** +AP_STEAL_ITEM = 56 + +;*********************************************************************** +;* AP-cost for putting blood into a jar. * +;*********************************************************************** +AP_TAKE_BLOOD = 40 + +;*********************************************************************** +;* The amount of Action Points that are needed to talk to another * +;* character. * +;*********************************************************************** +AP_TALK = 24 + +;*********************************************************************** +;* Movement costs for different types of terrain. * +;*********************************************************************** +AP_MOVEMENT_FLAT = 12 +AP_MOVEMENT_GRASS = 14 +AP_MOVEMENT_BUSH = 18 +AP_MOVEMENT_RUBBLE = 24 +AP_MOVEMENT_SHORE = 28 +AP_MOVEMENT_LAKE = 36 +AP_MOVEMENT_OCEAN = 32 + +;*********************************************************************** +;* Movement modifiers based on move rate * +;*********************************************************************** +AP_MODIFIER_RUN = -8 +AP_MODIFIER_WALK = -4 +AP_MODIFIER_SWAT = 0 +AP_MODIFIER_CRAWL = 4 +AP_MODIFIER_PACK = 4 + +; modifier when walking/sidestepping with weapon raised +AP_MODIFIER_WEAPON_READY = 1 + +;*********************************************************************** +;* AP-cost for changing facing while standing. * +;*********************************************************************** +AP_CHANGE_FACING = 4 + +;*********************************************************************** +;* AP-cost for changing to another target inside current facing. *! +;*********************************************************************** +AP_CHANGE_TARGET = 2 + +;*********************************************************************** +;* AP-costs that are involved in throwing items other than to attack. * +;*********************************************************************** +AP_TOSS_ITEM = 32 + +;*********************************************************************** +;* AP-cost charged for refueling a vehicle * +;*********************************************************************** +AP_REFUEL_VEHICLE = 40 + +;*********************************************************************** +;* The cost for enemy soldiers to use their radio. * +;*********************************************************************** +AP_RADIO = 20 + +;*********************************************************************** +;* AP-costs to change stance *! +;*********************************************************************** +AP_CROUCH = 6 +AP_PRONE = 8 + +;*********************************************************************** +;* AP-costs for looking (binocs) for various stances. *! +;*********************************************************************** +AP_LOOK_STANDING = 4 +AP_LOOK_CROUCHED = 6 +AP_LOOK_PRONE = 8 + +;*********************************************************************** +;* AP-costs for geting a weapon into position. * +;* Most are not used because these costs are also in weapons.xml * +;*********************************************************************** +AP_READY_KNIFE = 0 +AP_READY_DUAL = 4 + +;*********************************************************************** +;* Maybe default values in case calculations come up with strange * +;* (negative?) results? * +;*********************************************************************** +AP_MIN_AIM_ATTACK = 0 + +;*********************************************************************** +;* AP-cost to place a bomb for demolition purposes. * +;*********************************************************************** +AP_DROP_BOMB = 12 + +;*********************************************************************** +;* Normally superseded by value in weapons.xml. * +;*********************************************************************** +AP_RELOAD_GUN = 20 + +;*********************************************************************** +;* AP-costs involved in First Aid. * +;*********************************************************************** +AP_START_FIRST_AID = 20 + +;*********************************************************************** +;* Self-explanatory, I believe ;-) * +;*********************************************************************** +AP_START_REPAIR = 20 + +;*********************************************************************** +;* This is a divisor so we don't want to adjust it's value. *! +;* It adjusts how many AP per damage point taken are lost. *! +;*********************************************************************** +AP_GET_WOUNDED_DIVISOR = 1 + +;*********************************************************************** +;* AP-loss from stepping on marbles or from getting hit very hard. * +;*********************************************************************** +AP_FALL_DOWN = 16 + +;*********************************************************************** +;* AP-costs involved in opening doors. * +;* AP_OPEN_DOOR is also used for closing doors * +;* AP_LOCK_DOOR exists, but I have never been able to lock a door * +;* in-game. * +;*********************************************************************** +AP_OPEN_DOOR = 12 +AP_PICKLOCK = 40 +AP_EXAMINE_DOOR = 20 +AP_BOOT_DOOR = 32 +AP_USE_CROWBAR = 40 +AP_UNLOCK_DOOR = 24 +AP_LOCK_DOOR = 24 +AP_EXPLODE_DOOR = 40 +AP_UNTRAP_DOOR = 40 + +;*********************************************************************** +;* AP-cost for cutting fences. * +;*********************************************************************** +AP_USEWIRECUTTERS = 40 + +;*********************************************************************** +;* AP-costs for climbing, obviously ;-) * +;*********************************************************************** +AP_CLIMBROOF = 40 +AP_CLIMBOFFROOF = 24 + +;*********************************************************************** +;* AP-costs for jumping fences, without or with a backpack. * +;*********************************************************************** +AP_JUMPFENCE = 24 +AP_JUMPFENCEBPACK = 40 + +;*********************************************************************** +;* Activating mounted or handheld switches. * +;*********************************************************************** +AP_USE_REMOTE = 8 +AP_PULL_TRIGGER = 8 +AP_PUNCH = 16 + +;*********************************************************************** +;* AP-cost for taking an item from the ground. * +;*********************************************************************** +AP_PICKUP_ITEM = 12 + +;*********************************************************************** +;* AP-cost to give an item to an adjacent merc. * +;*********************************************************************** +AP_GIVE_ITEM = 4 + +;*********************************************************************** +;* AP-cost to set a mine * +;*********************************************************************** +AP_BURY_MINE = 30 + +;*********************************************************************** +;* AP-cost to disarm a mine or booby trap * +;*********************************************************************** +AP_DISARM_MINE = 40 + +;*********************************************************************** +;* Application of items to the Body silhouette. * +;*********************************************************************** +AP_DRINK = 20 +AP_CAMOFLAGE = 40 + +;*********************************************************************** +;* Self-explanatory. * +;*********************************************************************** +AP_START_RUN_COST = 4 + +;*********************************************************************** +;* AP-cost for attaching the soda can with string to a door. * +;*********************************************************************** +AP_ATTACH_CAN = 20 + +;*********************************************************************** +;* AP-cost to jump over a prone merc. *! +;*********************************************************************** +AP_JUMP_OVER = 20 + +;*********************************************************************** +;* Backpack-related AP-costs. * +;*********************************************************************** +AP_BACK_PACK = 12 +AP_OPEN_ZIPPER = 24 +AP_CLOSE_ZIPPER = 28 + +;*********************************************************************** +;* AP for aiming clicks. * +;*********************************************************************** +AP_CLICK_AIM = 4 +AP_FIRST_CLICK_AIM_SCOPE = 4 +AP_SECOND_CLICK_AIM_SCOPE = 5 +AP_THIRD_CLICK_AIM_SCOPE = 6 +AP_FOURTH_CLICK_AIM_SCOPE = 7 +AP_FIFTH_CLICK_AIM_SCOPE = 8 +AP_SIXTH_CLICK_AIM_SCOPE = 9 +AP_SEVENTH_CLICK_AIM_SCOPE = 10 +AP_EIGHTH_CLICK_AIM_SCOPE = 11 + +;*********************************************************************** +;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP * +;* to determine how many AP we actually want the value to represent. * +;* "FiveAP" is right for a 25AP system, but 20 is more approriate for * +;* a 100AP system. * +;*********************************************************************** +AUTOFIRE_SHOTS_AP_VALUE = 20 + +;*********************************************************************** +;* Loose round reload system. * +;* Represents the AP cost to reload a single round of ammunition * +;*********************************************************************** +AP_RELOAD_LOOSE = 8 + +;*********************************************************************** +;* The AP shot cost at which a gun will be listed as "slow firing" * +;*********************************************************************** +BAD_AP_COST = 36 + +;*********************************************************************** +;* AP value to unjam a weapon * +;*********************************************************************** +AP_UNJAM = 2 + +;*********************************************************************** +;* The APs needed when you jump through a window * +;*********************************************************************** +AP_JUMPWINDOW = 40 + +;*********************************************************************** +;* The APs needed when you climb up/down a wall * +;*********************************************************************** +AP_JUMPWALL = 40 +AP_JUMPOFFWALL = 40 + +;*********************************************************************** +;* Inventory costs: The APs needed to take an item from position * +;*********************************************************************** +AP_INV_FROM_NONE = 0 +AP_INV_FROM_HANDS = 0 +AP_INV_FROM_EQUIPMENT = 15 +AP_INV_FROM_VEST = 5 +AP_INV_FROM_RIG = 4 +AP_INV_FROM_CPACK = 6 +AP_INV_FROM_BPACK = 8 +AP_INV_FROM_SLING = 6 +AP_INV_FROM_KNIFE = 5 +AP_INV_FROM_FACE = 2 +AP_INV_FROM_BIG_POCKET = 5 +AP_INV_FROM_SMALL_POCKET = 4 + +;*********************************************************************** +;* Inventory costs: The APs needed to move an item to position * +;*********************************************************************** +AP_INV_TO_NONE = 0 +AP_INV_TO_HANDS = 0 +AP_INV_TO_EQUIPMENT = 20 +AP_INV_TO_VEST = 6 +AP_INV_TO_RIG = 5 +AP_INV_TO_CPACK = 7 +AP_INV_TO_BPACK = 8 +AP_INV_TO_SLING = 7 +AP_INV_TO_KNIFE = 6 +AP_INV_TO_FACE = 2 +AP_INV_TO_BIG_POCKET = 4 +AP_INV_TO_SMALL_POCKET = 5 + +;*********************************************************************** +;* Inventory costs: The maximum APs for inventory costs * +;*********************************************************************** +AP_INV_MAX_COST = 25 + +;*********************************************************************** +;* Suppression AP values * +;* Maximum AP penalty from suppression fire from a single attack * +;* Maximum AP penalty from suppression fire for an entire turn * +;* Modifier for how effective a suppression point is * +;* Modifier for how effective morale lost from suppression is * +;*********************************************************************** +AP_MAX_SUPPRESSED = 64 +AP_MAX_TURN_SUPPRESSED = 200 +AP_SUPPRESSION_MOD = 24 +AP_LOST_PER_MORALE_DROP = 12 + +;*********************************************************************** +;* Minimum possible value AP can be reduced to * +;*********************************************************************** +AP_MIN_LIMIT = -100 +AP_SUPPRESSION_SHOCK_DIVISOR = 4 +AP_LOSS_PER_LEGSHOT_DAMAGE = 4 + +;*********************************************************************** +;* Default values to calculate AP-costs shown in Infoboxes of guns. * +;*********************************************************************** +DEFAULT_APS = 80 +DEFAULT_AIMSKILL = 80 + +[BPConstants] +BP_RATIO_RED_PTS_TO_NORMAL = 100 +BP_RUN_ENERGYCOSTFACTOR = 3 +BP_WALK_ENERGYCOSTFACTOR = 1 +BP_SWAT_ENERGYCOSTFACTOR = 2 +BP_CRAWL_ENERGYCOSTFACTOR = 4 +BP_RADIO = 0 +BP_USE_DETONATOR = 0 + +;*********************************************************************** +;* These four values are dynamically adjusted based on AP_MAXIMUM * +;*********************************************************************** +BP_PER_AP_NO_EFFORT = -50 +BP_PER_AP_MIN_EFFORT = -25 +BP_PER_AP_LT_EFFORT = -12 +BP_PER_AP_MOD_EFFORT = 6 + +BP_MOVEMENT_FLAT = 5 +BP_MOVEMENT_GRASS = 10 +BP_MOVEMENT_BUSH = 20 +BP_MOVEMENT_RUBBLE = 35 +BP_MOVEMENT_SHORE = 50 +BP_MOVEMENT_LAKE = 75 +BP_MOVEMENT_OCEAN = 100 +BP_MODIFIER_WEAPON_READY = 30 +BP_CROUCH = 10 +BP_PRONE = 10 +BP_CLIMBROOF = 500 +BP_CLIMBOFFROOF = 250 +BP_JUMPFENCE = 200 +BP_JUMPFENCEBPACK = 500 +BP_STEAL_ITEM = 50 +BP_START_FIRST_AID = 0 +BP_GET_HIT = 200 +BP_GET_WOUNDED = 50 +BP_FALL_DOWN = 250 +BP_OPEN_DOOR = 30 +BP_PICKLOCK = 50 +BP_EXAMINE_DOOR = 20 +BP_BOOT_DOOR = 200 +BP_USE_CROWBAR = 350 +BP_UNLOCK_DOOR = 50 +BP_EXPLODE_DOOR = 40 +BP_UNTRAP_DOOR = 150 +BP_LOCK_DOOR = 50 +BP_USEWIRECUTTERS = 200 +BP_DROP_BOMB = 0 +BP_BURY_MINE = 250 +BP_DISARM_MINE = 0 +BP_JUMP_OVER = 250 +BP_BACK_PACK = 50 +BP_WORK_ZIPPER = 250 +BP_UNJAM = 0 +BP_JUMPOFFWALL = 250 +BP_JUMPWALL = 500 \ No newline at end of file diff --git a/gamedir/Data-UB/Ambient/0.BAD b/gamedir/Data-UB/Ambient/0.BAD new file mode 100644 index 000000000..dae973b0d Binary files /dev/null and b/gamedir/Data-UB/Ambient/0.BAD differ diff --git a/gamedir/Data-UB/Ambient/32.BAD b/gamedir/Data-UB/Ambient/32.BAD new file mode 100644 index 000000000..dae973b0d Binary files /dev/null and b/gamedir/Data-UB/Ambient/32.BAD differ diff --git a/gamedir/Data-UB/BattleSNDS/057_ATTN.GAP b/gamedir/Data-UB/BattleSNDS/057_ATTN.GAP new file mode 100644 index 000000000..d91c1f916 Binary files /dev/null and b/gamedir/Data-UB/BattleSNDS/057_ATTN.GAP differ diff --git a/gamedir/Data-UB/BattleSNDS/057_ATTN.WAV b/gamedir/Data-UB/BattleSNDS/057_ATTN.WAV new file mode 100644 index 000000000..b2b7ffbfa Binary files /dev/null and b/gamedir/Data-UB/BattleSNDS/057_ATTN.WAV differ diff --git 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v1.13: New CTH System and Shooting Mechanism +;****************************************************************************************************************************** + +; These settings control the various parts of the new CTH and Shooting systems. +; Most of these settings are used as multipliers for the various factors that +; control CTH calculation and shooting accuracy. +; +; By raising or lowering a setting, you can influence the importance of a factor, +; for example how Marksmanship affects the total Base CTH you can have, or how +; bad it is to have wounds when trying to fire a gun. +; +; Other settings control the system more abstractly. For instance, you can control +; how hard it is to shoot moving targets, or the maximum possible deviation +; (inaccuracy) generated by guns. +; +; Each setting is accompanied by an explanation if possible. Make sure you know +; what the setting does, and how high or low you can set the value, before +; making any changes. +; Also please note that some values are FLOATS, meaning they need a decimal +; point behind them, even if that decimal point is followed by a 0. Other +; values are INTEGERS, and do not accept a decimal point at all. +;------------------------------------------------------------------------------------------------------------------------------ + + +[General] + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the shooting mechanism as a whole. In other words, +; changing these settings will affect every shooter under any conditions. +; You can use these settings to make shooting more or less accurate as you +; see fit. +;------------------------------------------------------------------------------------------------------------------------------ + +; This setting represents the longest distance at which Iron Sights are 100% effective. +; Beyond this range, shooting accuracy begins to drop, and a scope will be required +; to avoid that drop. +; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will +; negate penalties for shooting at twice this distance. A 10x scope will +; negate penalties for shooting at ten times this distance. +; By decreasing this value, you can make all shots more accurate, and naturally +; make scopes more powerful. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. +NORMAL_SHOOTING_DISTANCE = 70 + +; This is the maximum angle, to either side of the shooter, that a bullet may fly. +; The CTH system works by shooting bullets randomly inside this angle. Increasing +; your aim will make the angle smaller, thus making rounds more likely to hit the +; target. +; +; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will +; be 100% on target, regardless of aiming. +; Decreasing this value causes all shots to be more accurate. +DEGREES_MAXIMUM_APERTURE = 11 + +; The Range Coefficient works with the listed weapon range to determine the weapons +; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards +; the ground. +RANGE_COEFFICIENT = 2.0 + +; The Gravity Coefficient determines how powerful gravity is once it kicks into +; action - this happens when the bullet reaches the "maximum range" of the gun +; that fired it. +; The lower this coefficient, the faster will bullets change their trajectory +; towards the ground, hitting it sooner. +; Conversely, by increasing this value you can let bullets fly further beyond +; the max range of the gun. That will effectivelly let guns hit targets further +; beyond their max range, though it is not a reliable way to hit any target. +GRAVITY_COEFFICIENT = 2.0 + +; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun +; by which a bullet can travel. Vertical bias is ultimately based on stance where +; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and +; a crouching target is midway between the two. +VERTICAL_BIAS = 0.5 + +; The Scope Range Multiplier is applied against a scopes magnification to determine +; the scopes minimum effective range. Sniper and Hunter training has a slight effect +; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set +; this multiplier, the less effective scopes become. +SCOPE_RANGE_MULTIPLIER = 0.7 + +; The Side Facing Divisor is applied against the shooting offsets when a target is +; facing directly perpendicular (i.e., East or West when shooter faces North or South) +; to the shooter. This is to account for a visual error in the NCTH system. The +; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy +; to hit a target from the side as from head on, just set this value to 1.0 +SIDE_FACING_DIVISOR = 2.0 + + +[Base CTH] + +;------------------------------------------------------------------------------------------------------------------------------ +; Base CTH is an amount of CTH given freely to the shooter for any shot he makes. +; The basic value is determined by skills, and later the modifiers reduce or +; increase it appropriately. Characters with low skills, or with bad factors +; affecting their performance, will receive bad base CTH. +; The maximum amount of Base CTH you can have is 33 points. This is only +; achievable by super-mercs in excellent conditions. + +; These settings determine the importance of each character skill in calculating +; your Base CTH. By default, Experience is 3 times more important than the other +; skills. Base CTH, before modifiers, is equal to the sum of the player's skills, +; each multiplied by the appropriate value from these, and then divided by the +; sum of all these four values. +; +; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 +; will render the appropriate skill irrelevant for calculating base CTH. DO NOT +; set all four values to 0, unless you want to see lots of crashes. +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_EXP = 3.0 +BASE_MARKS = 1.0 +BASE_WIS = 1.0 +BASE_DEX = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the effect that various factors have on the shooter's +; Base CTH. By increasing a value, you can increase that factor's importance +; on raising or lowering Base CTH. +; +; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention +; to the positive/negative and read the explanations carefully. Some factors are +; better when HIGHER, others better when LOWER. +; +; After calculating Base CTH from skills (see above), the factors governing it +; (below) are all pooled together into one penalty value. That penalty value is +; then used as a percentage to increase or decrease your Base CTH. In other words, +; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount +; to 20.0, you'll gain 20% extra base CTH. +;------------------------------------------------------------------------------------------------------------------------------ + +; This is a modifier given per each morale point below 50. +BASE_LOW_MORALE = -1.0 + +; This modifier is given per each morale point above 50. +BASE_HIGH_MORALE = 2.0 + +; This modifier is given to any character with the "PSYCHO" trait. +BASE_PSYCHO = -3.0 + +; This is the modifier given when shooting one "cube" upwards. A cube is +; 1/3 of a tile high. This takes into account both stance and level. For +; example, a standing merc shooting at the legs of a target on the roof +; gets 1*this modifier. A prone merc on ground level shooting at the +; head of a target on ground level gets 2*this modifier. +; +; The shooting upwards modifier is then divided by the range to the target +; (in tiles). In other words, at a range of 2 tiles the modifier is +; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. +; This means that the further the target is, the less relevant the upwards +; angle is. +BASE_SHOOTING_UPWARDS = -15.0 + +; This is the MAXIMUM modifier given to a shooter when injured. To get this +; much, the shooter must be dead (0% health...). It's linear, +; so at 50% health the shooter gets exactly half the penalty. +; Note that "Bandaged" damage counts as half as much as bleeding damage. +; Therefore, 50% bandaged damage is as bad as only25% bleeding damage. +BASE_INJURY = -30.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These are the modifiers given for different levels of drunkness. Naturally, +; the more drunk you are, the more your CTH suffers. +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_DRUNK_TIPSY = -5.0 +BASE_DRUNK = -20.0 +BASE_DRUNK_WASTED = -50.0 +BASE_DRUNK_HUNGOVER = -10.0 + +; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). +; It's linear, so at 50% breath you get half the modifier. +BASE_FATIGUE = -15.0 + +; This modifier is applied when shooting at the same target again. If the target +; has moved between shots, or the shooter does anything but shoot at the target, +; the modifier is lost. +BASE_SAME_TARGET = 5.0 + +; This is the modifier given when the shooter is in a cloud of gas and does +; not have a gas mask on. +BASE_GASSED = -15.0 + +; This modifier is applied when the shooter is being bandaged by someone else. +BASE_BEING_BANDAGED = -5.0 + +; This is the MAXIMUM modifier given when the target reaches the maximum number +; of Suppression Shock points, which by default would be 30. It's linear, so at +; 15 shock points you get half the penalty. +; Note that characters with high experience stop accumulating shock much earlier, +; and so are much less subject to this modifier than other characters. +BASE_SHOCK = -150.0 + +; This modifier is applied if the target has exceptional agility or experience level. +BASE_AGILE_TARGET = -5.0 + +; This modifier is applied if the shooter can't see the target. This happens +; when shooting at a target spotted by someone else. +BASE_TARGET_INVISIBLE = -100.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers work very differently from the others. The are related to a +; concept called Gun Handling, which is still being adjusted. Basically, +; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more +; cumbersome guns like sniper rifles or machine guns get a high Gun Handling +; value, and thus decrease Base CTH proportionally. Pistols, on the other hand, +; have very low Gun Handling values. +; +; BASE_DRAW_COST is applied per each Gun Handling point. +; +; The other values act as multipliers applied directly to the Gun Handling +; value. For example, by default a pistol fired with one hand (other hand +; full or holding another pistol) gets its Gun Handling value doubled. +; +; Please note that all of these except BASE_DRAW_COST should be POSITIVE. +; The higher they are, the greater their effect. +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_DRAW_COST = 2.0 +BASE_TWO_GUNS = 5.0 +BASE_ONE_HANDED = 2.5 +BASE_STANDING_STANCE = 2.0 +BASE_CROUCHING_STANCE = 3.0 +BASE_PRONE_STANCE = 4.0 +BASE_HEAVY_WEAPON = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers are applied based on game difficulty, and only affect +; the base CTH of ENEMY COMBATANTS. +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_DIFFICULTY_NOVICE = -30.0 +BASE_DIFFICULTY_EXPERIENCED = 0.0 +BASE_DIFFICULTY_EXPERT = 20.0 +BASE_DIFFICULTY_INSANE = 50.0 + + +[Aiming CTH] + +;------------------------------------------------------------------------------------------------------------------------------ +; Aiming CTH is the amount of CTH you get for adding extra aiming to your +; shot, by paying extra APs. +; +; First, the game calculates the maximum CTH our shooter can have, using +; the shooter's skills as a guide. This is called the CTH cap, and the shooter +; can NEVER have more CTH than this cap, ever. +; +; The program then subtracts the Base CTH value from the CTH Cap, coming up +; with a number called the Maximum Aiming Bonus. At peak condition, and with +; the maximum number of aiming levels applied, the shooter will reach his +; CTH Cap, meaning he will be as accurate as he can be. +; +; Note that for each AP you spend on aiming, you only get PART of the Maximum +; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the +; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 +; of the total bonus, but that little bit can sometimes be crucial. +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_EXP = 1.0 +AIM_MARKS = 3.0 +AIM_WIS = 1.0 +AIM_DEX = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value is multiplied against 1/2 the scopes mag factor to determine the +; actual penalty applied. Setting it too low will make it impossible to use +; scopes within effective range +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_TOO_CLOSE_SCOPE = -4.0 + +AIM_GUN_CONDITION = -2.0 +AIM_LOW_MORALE = -2.0 +AIM_HIGH_MORALE = 1.0 +AIM_PSYCHO = -5.0 +AIM_VISIBILITY = -1.0 +AIM_SHOOTING_UPWARDS = -20.0 +AIM_INJURY = -60.0 +AIM_DRUNK_TIPSY = -10.0 +AIM_DRUNK = -40.0 +AIM_DRUNK_WASTED = -90.0 +AIM_DRUNK_HUNGOVER = -15.0 +AIM_FATIGUE = -40.0 +AIM_GASSED = -80.0 +AIM_BEING_BANDAGED = -20.0 +AIM_SHOCK = -150.0 +AIM_TARGET_INVISIBLE = -50.0 +AIM_SNIPER_SKILL = 25.0 + +AIM_DRAW_COST = 0.5 +AIM_STANDING_STANCE = 1.5 +AIM_CROUCHING_STANCE = 1.25 +AIM_PRONE_STANCE = 1.0 +AIM_TWO_GUNS = 4.0 +AIM_ONE_HANDED = 2.5 +AIM_HEAVY_WEAPON = 2.0 + +AIM_DIFFICULTY_NOVICE = -30.0 +AIM_DIFFICULTY_EXPERIENCED = 0.0 +AIM_DIFFICULTY_EXPERT = 20.0 +AIM_DIFFICULTY_INSANE = 50.0 + + +[Shooting Mechanism] + +MOVEMENT_MRK = 3.0 +MOVEMENT_WIS = 2.0 +MOVEMENT_DEX = 1.0 +MOVEMENT_EXP_LEVEL = 2.0 +MOVEMENT_TRACKING_DIFFICULTY = 40 +MOVEMENT_PENALTY_PER_TILE = 1.0 + +PRE_RECOIL_WIS = 2.0 +PRE_RECOIL_EXP_LEVEL = 3.0 +PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0 + +RECOIL_MAX_COUNTER_STR = 3.0 +RECOIL_MAX_COUNTER_AGI = 1.0 +RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0 +RECOIL_MAX_COUNTER_FORCE = 10.0 +RECOIL_MAX_COUNTER_CROUCH = 10.0 +RECOIL_MAX_COUNTER_PRONE = 25.0 + +RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2 +RECOIL_COUNTER_ACCURACY_DEX = 3.0 +RECOIL_COUNTER_ACCURACY_WIS = 1.0 +RECOIL_COUNTER_ACCURACY_AGI = 1.0 +RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0 +RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0 +RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0 +RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0 +RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0 + +RECOIL_COUNTER_FREQUENCY_AGI = 3.0 +RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 +RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) +; to reach best offset improvement. +;------------------------------------------------------------------------------------------------------------------------------ + +RECOIL_COUNTER_INCREMENT = 20 +RECOIL_COUNTER_INCREMENT_TRACER = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value determines the distance ratio for recoil. Higher values result in +; less overall recoil movement at longer ranges. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. +;------------------------------------------------------------------------------------------------------------------------------ + +NORMAL_RECOIL_DISTANCE = 140 + +MAX_BULLET_DEV = 5.0 +RANGE_EFFECTS_DEV = TRUE + +;------------------------------------------------------------------------------ +; MAX_EFFECTIVE_RANGE_MULTIPLIER +; Maximum effective range of Gun that AI will still attempt to shoot +; Default: 1.1 which equates to 110% of the gun's effective range +; MAX_EFFECTIVE_RANGE_REDUCTION +; Maximum reduction of chance to hit when exceeding effective range +; Default: 0.5 which equates to 50% reduction +; MAX_EFFECTIVE_USE_GRADIENT +; Whether to apply the reduction as a flat reduction or as gradient +; Default: FALSE which is flat reduction when exceeding range +;------------------------------------------------------------------------------ +MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1 +MAX_EFFECTIVE_RANGE_REDUCTION = 0.5 +MAX_EFFECTIVE_USE_GRADIENT = FALSE diff --git a/gamedir/Data-UB/Editor/OMERTA.STI b/gamedir/Data-UB/Editor/OMERTA.STI new file mode 100644 index 000000000..3177f925a Binary files /dev/null and b/gamedir/Data-UB/Editor/OMERTA.STI differ diff --git a/gamedir/Data-UB/INTRO.SLF b/gamedir/Data-UB/INTRO.SLF new file mode 100644 index 000000000..bd10002c2 Binary files /dev/null and b/gamedir/Data-UB/INTRO.SLF differ diff --git a/gamedir/Data-UB/IntroVideos.ini b/gamedir/Data-UB/IntroVideos.ini new file mode 100644 index 000000000..db81244d4 --- /dev/null +++ b/gamedir/Data-UB/IntroVideos.ini @@ -0,0 +1,17 @@ +; --------------------------------------------------------------------------------------------------------------------------------- +; To change the videos, simple change the filename from the "INTRO" folder. +; The file extension (*.bik, *.smk) can be ommitted. +; In that case the game tries to open the file with the *.bik (Bink Video) extension, and if that fails then fall back to +; *.smk (Smacker Video) files. +; If you do not want a video to be played, just delete the path. +; --------------------------------------------------------------------------------------------------------------------------------- + +[INTRO] +; If you set this to TRUE, all the default JA2 videos will be disabled (not shown to the user). +NO_DEFAULT_VALUES = FALSE + +[INTRO_BEGINNING] +INTRO_HELI_CRASH_SCENE = INTRO\\Intro + +[INTRO_ENDING] +INTRO_END_SCENE = INTRO\\MissileEnding diff --git a/gamedir/Data-UB/Ja2_Options.ini b/gamedir/Data-UB/Ja2_Options.ini new file mode 100644 index 000000000..e89529610 --- /dev/null +++ b/gamedir/Data-UB/Ja2_Options.ini @@ -0,0 +1,2938 @@ + +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13 +;****************************************************************************************************************************** + +; This file controls various settings which have been added to the game by the 1.13 mod. +; +; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate +; features unique to 1.13. +; +; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change +; something unless you know what you're doing, or are willing to experiment. +; +; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, +; and contains more detailed descriptions of each setting and its effect. +; +; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning +; when the game is started, but at worst a default value will be used instead of the wrong one. +; If any lines are removed from this file, the game will always use a default value. +; +; Adding new settings requires changing the game's code. +; +; +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; +; General Guidelines: +; +; PRICE_MODIFIER = 1-100 (Lower is better) +; +; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT +; +; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range +; +; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) +; +; MAX_STRATEGIC_TEAM_SIZE >= 20 +; +; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 +; +; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE +; +; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE +; +; _ELITE_BONUS = 1-100 (percentages) +; +;------------------------------------------------------------------------------------------------------------------------------ + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### +; # # ## # # # # # # # # # # # # ## # # # +; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # +; #### #### # # #### # # # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[System Limit Settings] + +;****************************************************************************************************************************** +; These settings control some program limits. +; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the max number of mercs and vehicles you can recruit. +; +; PLEASE NOTE: +; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! +; To load any "broken" savegames, simply revert to your original settings. +;------------------------------------------------------------------------------------------------------------------------------ + +; Player mercs, valid values 16 through 32, default is 24 +MAX_NUMBER_PLAYER_MERCS = 6 +; Player vehicles, valid values 2 through 6, default is 2 +MAX_NUMBER_PLAYER_VEHICLES = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 +MAX_NUMBER_ENEMIES_IN_TACTICAL = 32 +; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 +MAX_NUMBER_CREATURES_IN_TACTICAL = 32 +; Rebels (i.e., militia), valid values 16 through 64, default is 32 +MAX_NUMBER_MILITIA_IN_TACTICAL = 32 +; Civilians, valid values 16 through 40, default is 32 +MAX_NUMBER_CIVS_IN_TACTICAL = 32 + +;------------------------------------------------------------------------------------------------------------------------------ +; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 +; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. +; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together +; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 + + +;------------------------------------------------------------------------------------------------------------------------------ +; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon +; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE +; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than +; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. +; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE +; regardless of attachments. Values 0-32000, default is 9 +; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ITEM_SIZE = 34 +MAX_WEAPON_SIZE = 9 +OLD_INVENTORY_ITEM_NUMBER = 99 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Data File Settings] + +;****************************************************************************************************************************** +; These settings tell the game where it should get the data it needs for a few SPECIFIC features. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Difficulty-based PROF.DAT +; +; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". +; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty +; level of your current game. This allows using different character profiles depending on difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DIFFICULTY_BASED_PROF_DAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; PROFEX (profile externalization) +; +; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are +; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. +; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. +; If FALSE, reads profile data from PROF.DAT. +READ_PROFILE_DATA_FROM_XML = TRUE + +; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. +; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML +; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. +WRITE_PROFILE_DATA_TO_XML = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; 0 = Use default drop item system for enemies / militia. +; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, +; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). +; +; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file +; Must be TRUE if NUM_P_ITEMS (below) is > 3 +; If an xml file doesn't exist, setting the value to true will create one. +; Issues have been reported using big maps with this value set to TRUE +; Valid values = TRUE or FALSE, Default = FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +USE_XML_TILESETS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the number of PItem graphics files used by the game +; Requires using modified xml version of ja2set.dat for values > 3 +; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files +; Do not change this unless you are modding the game, or it will probably break everything! +; Issues have been reported using big maps with values > 3 +; Valid value range = 3-20, default = 3 +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_P_ITEMS = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Recruitment Settings] + +;****************************************************************************************************************************** +; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; The following allow you to change how many and which slots from prof.dat are available for +; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other +; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice +; sets will work although the IMPs will be silent a lot of the time. +; +; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by +; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one +; male and one female slot available. +; +; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females +; slots 54-56) will be used instead. +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_MALE_CHARACTER_COUNT = 4 +IMP_FEMALE_CHARACTER_COUNT = 3 + +IMP_MALE_1 = 51 +IMP_MALE_2 = 52 +IMP_MALE_3 = 53 +;UB-v1.13 +IMP_MALE_4 = 57 + +; The following are empty in standard JA2 1.13 but do not have full voice sets. +;IMP_MALE_4 = 169 +;IMP_MALE_5 = 65 +;IMP_MALE_6 = 71 +;IMP_MALE_7 = 163 +;IMP_MALE_8 = 164 + +IMP_FEMALE_1 = 54 +IMP_FEMALE_2 = 55 +IMP_FEMALE_3 = 56 + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with the I.M.P "personalized" merc generation. +;------------------------------------------------------------------------------------------------------------------------------ + +; The financial cost of the created IMP character. +IMP_PROFILE_COST = 3000 + +; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated +; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) +DYNAMIC_IMP_PROFILE_COST = FALSE + +; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character +; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by +; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. +IMP_INITIAL_POINTS = 500 + +; How low any attribute can go before it drops straight to 0. +IMP_MIN_ATTRIBUTE = 35 + +; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. +IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 + +; How high any attribute can be increased. +IMP_MAX_ATTRIBUTE = 85 + +; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). +IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 + +; You get this many points for selecting a disability for your IMP. +IMP_BONUS_POINTS_FOR_DISABILITY = 25 + +; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. +IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35 + +; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. +; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. +EXPERTS_GET_DIFFERENT_CHOICES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with M.E.R.C recruitment settings +;------------------------------------------------------------------------------------------------------------------------------ + +;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. +MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE + +;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. +MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). +; You can set how many mercs can die this way (in total) at each difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +;Mercs can be on assignment? +; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign +; 1 = all mercs available at the start of the game, during the campaign they will go on assignment +; 2 = all mercs at your disposal. nobody goes on any other assignment than yours +MERCS_CAN_BE_ON_ASSIGNMENT = 0 + +;Can AIM/MERC mercs die while away on other assignments? +MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE + +;How many mercs can die at each difficulty level? +MAX_MERC_DEATHS_EASY = 1 +MAX_MERC_DEATHS_EXPERIENCED = 2 +MAX_MERC_DEATHS_EXPERT = 3 +MAX_MERC_DEATHS_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can +; only be recruited for a limited amount of time. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_STAYS_FOREVER = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. +; Valid values are from 1 to 3 where: +; 1 = immediately after liberating Omerta +; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" +; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta +; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta +; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel +;------------------------------------------------------------------------------------------------------------------------------ + +EARLY_REBELS_RECRUITMENT = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Financial Settings] + +;****************************************************************************************************************************** +; Use these settings to change the financial difficulty of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These are the Starting cash values for the various difficulties. +; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) +; You can also set negative values here. +;------------------------------------------------------------------------------------------------------------------------------ + +STARTING_CASH_NOVICE = 45000 +STARTING_CASH_EXPERIENCED = 35000 +STARTING_CASH_EXPERT = 30000 +STARTING_CASH_INSANE = 15000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases or decreases (by percentage) the amount of cash that mines generate every day. +; +; 100% = normal JA2 profits. +; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. +; This value goes all the way up to 65535%, but that's not recommended. +;------------------------------------------------------------------------------------------------------------------------------ + +MINE_INCOME_PERCENTAGE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases the percentage that the merc salaries rise when they go one experience level up +; (hardcoded salary maximum 30k per day or 500k per one or two weeks) +; 0 = no raise +; 25 = default setting +; 100 = double salary every level up +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the ability to sell unneeded equipment to the locals. +; +; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. +; FALSE Turns off the option. +; +; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. +; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. +; Valid ranges for PRICE_MODIFIER are -1-100. +; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a +; larger modifier. +; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later +; in the game. +;------------------------------------------------------------------------------------------------------------------------------ + +SELL_ITEMS_WITH_ALT_LMB = TRUE +SELL_ITEMS_PRICE_MODIFIER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various costs of training Militia. +;------------------------------------------------------------------------------------------------------------------------------ + +; Basic cost of training Militia (Green / Rookie) +MILITIA_BASE_TRAINING_COST = 750 + +; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). +MILITIA_COST_MULTIPLIER_REGULAR = 1 + +; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). +; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. +MILITIA_COST_MULTIPLIER_ELITE = 2 + +; Multiplier for the price of training Mobile Militia. +MILITIA_COST_MULTIPLIER_MOBILE = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Daily prices for maintaining one militiaman of each type. +; +; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia +; will leave your service. +; +; Only militia who have been in your service for 24 hours are paid! +;------------------------------------------------------------------------------------------------------------------------------ + +DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 +DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 +DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 +DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 +DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 +DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter movement PER SECTOR. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for moving through sectors that are free of enemy SAM Site control. +HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 + +;Cost for moving through sectors that are being controlled by an enemy SAM Site. +HELICOPTER_BASE_COST_PER_RED_TILE = 1000 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Troubleshooting Settings] + +;****************************************************************************************************************************** +; Use these settings to possibly prevent lock-ups and crashes. +; This section also contains some error-reporting settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Time in seconds for DeadLock delay, default 30. +; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). +; Do not set this too low, or it may cause enemies to become useless! +;------------------------------------------------------------------------------------------------------------------------------ + +DEAD_LOCK_DELAY = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically save the game every N GAME-hours. 0 = disable. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_EVERY_N_HOURS = 12 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Graphics Settings] + +;****************************************************************************************************************************** +; Change basic video/graphics settings. +; These settings do not affect gameplay at all, only the visual aspect of the game. +;****************************************************************************************************************************** + +; If disabled the game will run faster. +VERTICAL_SYNC = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls animation speed for faster movements in battle +; 1.0 = normal +; 0 = max speed +; Range: 0-1.0 (fractions are allowed) +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_TURN_SPEED_UP_FACTOR = 1.0 +ENEMY_TURN_SPEED_UP_FACTOR = 1.0 +CREATURE_TURN_SPEED_UP_FACTOR = 1.0 +MILITIA_TURN_SPEED_UP_FACTOR = 1.0 +CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game use the externalized sector loadscreens? +; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. +; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_LOADSCREENS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +;New Starting Gear Interface +;This will enable the 21 item view in the AIM page and the possibility to select gearkits +;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) +;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_STARTING_GEAR_INTERFACE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the queen's army avoid recruiting Female soldiers? +; If set to TRUE, female enemies will only occur as Elites in the army. +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; New thin progress bar in tactical interface for turns is drawn instead of the default one. +;------------------------------------------------------------------------------------------------------------------------------ +SMALL_SIZE_PB = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Sound Settings] + +;****************************************************************************************************************************** +; Change the volume and behavior of sounds in JA2 1.13. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change to increase volume for weapon sounds +; Range: 0-100% +; 0 = no change +; 100 = max volume +;------------------------------------------------------------------------------------------------------------------------------ + +WEAPON_SOUND_EFFECTS_VOLUME = 0 + + + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # ## # # # +; # #### # # # # #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # +; # # # #### # ### #### # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in the TACTICAL screen. +; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of +; combat (when all enemies are dead). +; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. +;------------------------------------------------------------------------------------------------------------------------------ + +REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This section controls the behavior of the "SHIFT + F" hotkey. +; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. +;------------------------------------------------------------------------------------------------------------------------------ + +; Set this to false to keep weapons loaded. +; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. +SHIFT_F_UNLOAD_WEAPONS = TRUE + +; Set this to false to keep item attachments. +; Unseparable attachments will not be removed. +SHIFT_F_REMOVE_ATTACHMENTS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". +; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses +; he's got during the day. +; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +SMART_GOGGLE_SWAP = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. +; When FALSE, these hotkeys will only swap goggles for the currently selected squad. +;------------------------------------------------------------------------------------------------------------------------------ + +GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. +; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking +; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting +; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. +; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. +;------------------------------------------------------------------------------------------------------------------------------ + +MINES_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ITEMS_SPOTTED_NO_TALK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. +; This setting does not affect leaving sectors on map edges +;------------------------------------------------------------------------------------------------------------------------------ + +GRID_EXIT_IN_TURNBASED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. +; If set to "FALSE", the mercs will not stand up after the battle. +;------------------------------------------------------------------------------------------------------------------------------ + +STAND_UP_AFTER_BATTLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable the ability to give commands to Militia during TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TACTICAL_MILITIA_COMMAND = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use the Enhanced Description Box instead of the old one? +; 0 = Both Strategic and Tactical +; 1 = Strategic only +; 2 = Tactical only +; Use the in-game Options Menu to turn the E.D.B on and off. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENHANCED_DESCRIPTION_BOX = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Toggles new targeting cursors for Burst and Autofire. +; 0 = No new targeting cursors. +; 1 = New Burst and Autofire targeting cursors +; 2 = New Burst targeting cursor only +; 3 = New Autofire targeting cursor only +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on +; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our +; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained +; character will see the exact results. +;------------------------------------------------------------------------------------------------------------------------------ + +INACCURATE_CTH_READOUT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's +; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets +; left is completely hidden. +; Increasing this value will make it harder to give an accurate bullet count during battle. +; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is +; displayed as normal. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_BULLET_COUNT_INTENSITY = 75 + +;------------------------------------------------------------------------------------------------------------------------------ +; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. +; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_MESSAGES_IN_TACTICAL = 36 + +;------------------------------------------------------------------------------------------------------------------------------ +; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). +; 0 = Data\Interface\PORTRAITICONS_A.STI +; 1 = Data\Interface\PORTRAITICONS_B.STI +; 2 = Data\Interface\PORTRAITICONS_C.STI +; 3 = Data\Interface\PORTRAITICONS_D.STI +;------------------------------------------------------------------------------------------------------------------------------ + +TACTICAL_FACE_ICON_STYLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see camouflaged portraits of your merc if they were any camo. +; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_CAMOUFLAGE_FACES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you do not see the health text when hovering the mouse over an enemy / creature. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_ENEMY_HEALTH_TEXT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; How should the game display the enemy hit counter? +; 0 = Show damage inflicted as used to +; 1 = Show "?" as indicator if you scored a hit +; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_HIT_COUNT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 10000 +; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it +; takes 3-4 hits to take all the breath away. +;------------------------------------------------------------------------------------------------------------------------------ + +STAMINA_HIT = 6900 + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, +; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes +; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button +; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EXT_MOUSE_KEYS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Alternative aiming-levels for targets. +;------------------------------------------------------------------------------------------------------------------------------ + +ALT_AIMING_ENABLED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; The merc can now perform aimed burst fire and aimed auto fire. +; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply +; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. +; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_AIMED_BURST = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. +; 2 is an optimal recommended value. +;------------------------------------------------------------------------------------------------------------------------------ + +AIMING_BURST_PENALTY = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Disable visibility of enemy, if they see militia but don't see our mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to +; make it lower for silencer and to make it higher for suppressor. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WEAR_SUPPRESSOR = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Unnamed civils don't make much actions when you fire. For faster civils turns. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_LAZY_CIVILIANS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 100 +; Chance to say annoying phrase. +; 1. when merc see item. +; 2. when battle turns to real time +; 3. when merc see enemy +; 4. approve action +;------------------------------------------------------------------------------------------------------------------------------ + +CHANCE_SAY_ANNOYING_PHRASE = 40 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) +; he turn on RED ALERT alarm. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AI_TACTICAL = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 3 +; Penalty (in %) on tile when you shot in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_PENALTY = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; Modifer of damage when hit in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_DIVISOR = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 0 +; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOOT_UNSEEN_PENALTY = 100 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Difficulty Settings] + +;****************************************************************************************************************************** +; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus APs for Enemy Soldiers: +; Number of extra APs for enemy troops at the various difficulty levels. +; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_AP_BONUS_NOVICE = 0 +ENEMY_AP_BONUS_EXPERIENCED = 0 +ENEMY_AP_BONUS_EXPERT = 0 +ENEMY_AP_BONUS_INSANE = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus for the player's mercs +; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. +; Do not set this higher than 50. +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_AP_BONUS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy CtH bonus +; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. +; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the +; current shot, he has 60% instead). +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual increase +ADMIN_CTH_BONUS_PERCENT = 0 +REGULAR_CTH_BONUS_PERCENT = 0 +ELITE_CTH_BONUS_PERCENT = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy damage resistance bonus +; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and +; punches will be reduced by as many percent as you set here. +; The setting also reduce the breath (aka energy) damage inflicted. +; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual reduction +ADMIN_DAMAGE_RESISTANCE = 0 +REGULAR_DAMAGE_RESISTANCE = 0 +ELITE_DAMAGE_RESISTANCE = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; These options determine if the game skill traits should be also available to enemies or militia +; +; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy +; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). +; The actual chance the enemies/militia will gain a skill trait is based on: +; 1) Type of soldier (admin/regular/elite) +; 2) Current game progress +; 3) Special equipment (for certain traits only) +; 4) ASSIGNED_SKILL_TRAITS_RARITY setting +; 5) Random factor +; +; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they +; will be more efficient with their weapons +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE +ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. +; You can enter values from -100 to 100. +; Negative values represent lesser chance of assigning traits to non-merc soldiers. +; Possitive values represent bigger chance for traits to appear. +; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGNED_SKILL_TRAITS_RARITY = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether militia can drop their equipment when they die, like enemies do. +; +; 0 = JA2 Default. Militia can't drop any equipment. +; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) +; 2 = Militia can drop their equipment regardless of who killed them. +; +; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When +; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly +; (or none at all). +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_DROP_EQUIPMENT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the +; number of "sub-points" you need to acquire to gain a new level. +; +; JA2 defaults are: +; Skills: 25 Sub-Points to advance +; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. +; Attribs: 50 Sub-Points to advance +; Includes Health, Strength, Wisdom, Dexterity, and Agility. +; ExpLevel: 350 Sub-Points (times the current experience level) to advance. +; +; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. +; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! +; +; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear +; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new +; campaign, or suffer(??) the consequences!! +;------------------------------------------------------------------------------------------------------------------------------ + +; Attributes +HEALTH_SUBPOINTS_TO_IMPROVE = 50 +STRENGTH_SUBPOINTS_TO_IMPROVE = 50 +WISDOM_SUBPOINTS_TO_IMPROVE = 50 +DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 +AGILITY_SUBPOINTS_TO_IMPROVE = 50 +; Skills +MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 +MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 +EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 +MEDICAL_SUBPOINTS_TO_IMPROVE = 25 +LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 +; Experience +LEVEL_SUBPOINTS_TO_IMPROVE = 350 + +;------------------------------------------------------------------------------------------------------------------------------ +; Real Time Sneaking Setting +; +; While observing enemies in real time, the player may enter turn-based at will. +; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, +; inactive if RT sneaking is disabled. +; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. +; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - +; turn-based will continue until the player no longer sees any enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, disables some potentially annoying messages during real-time sneaking mode +QUIET_REAL_TIME_SNEAK = FALSE + +; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. +NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. +; +; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. +; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 1 = Both options on. +; +; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. +; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no +; one else will accidentally step on that mine. +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Civilian/Militia hostility settings. +; +; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the +; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". +;------------------------------------------------------------------------------------------------------------------------------ + +; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. +; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. +CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE + +; 0 = Militia will never become hostile to you, no matter what you do to them. +; 1 = Militia will only become hostile to you if you kill one of them. +; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. +CAN_MILITIA_BECOME_HOSTILE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Mercs strength during autoresolve. +; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more +; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit +; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player +; would be much more capable of surviving and killing. +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 +MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Ambushes +; This setting allows a chance an enemy group ambush player's squad. +; The chance is based on many factors: +; * Game difficulty. +; * Whether you know if the enemy is there or not. +; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). +; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs +; mean higher chance). +; * Highest level amongst the mercs in your squad. +; * Some other small circumstances. +; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER + +; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. +; If you like to play vanilla JA2 style, set this to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE + +; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) +; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) +ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; With this option, you can make the special NPCs in game tougher. +; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. +; The value gives them following bonuses: +; 1) APs bonus (+ value/4 APs) +; 2) CtH bonus (actual CtH = (CtH * value/100)) +; 3) Damage resistance (+ value/2 %) +; 4) Breath(energy) damage resistance (+ value %) +; 5) They are worth more experiences for mercs if killed +; +; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they +; are special. +; The setting can be from 0 to 200. (+-100 is recommended for good effect.) +;------------------------------------------------------------------------------------------------------------------------------ + +SPECIAL_NPCS_STRONGER = 75 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Vision Settings] + +;****************************************************************************************************************************** +; These settings change the sight distance of all characters in the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Base sight range for every person in the game. This value is automatically multiplied by 2! +; JA2 Default is 13. +; Range: 0-255 +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_SIGHT_RANGE = 13 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. +; Some scopes and headgear may make vision even narrower. +; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TUNNEL_VISION = TRUE + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Tooltip Settings] + +;****************************************************************************************************************************** +; In this section you can set details about enemy tooltips. +; Tooltips can be enabled/disabled in the Option Screen. +; To display the tooltip move the mouse over the enemy and press ALT. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum amount of information that soldier tooltips will display +; 1 = Limited - are they wearing any armor (but not where), general type of weapon +; (but no mention of attachments), do they have a gas mask or NVG. +; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon +; and visible weapon attachments, do they have a gas mask or NVG. +; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. +; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIER_TOOLTIP_DETAIL_LEVEL = 2 + +; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, +; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. +DYNAMIC_SOLDIER_TOOLTIPS = TRUE + +; Enable/disable individual lines of information within the tooltip +; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line +; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines + +; Location, Distance +SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE +; Behavior, Condition +SOLDIER_TOOLTIP_DISPLAY_ID = TRUE +SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE +SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE +SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE +SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE +; Armor, Headgear +SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE +SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE +SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE +; Weapons +SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE +; Inventory +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; ULTRA DYNAMIC TOOLTIPS +;------------------------------------------------------------------------------------------------------------------------------ + +; Override the distance at which tooltips can be seen? +ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE + +; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) +DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 + +; Change the amount of details received in the tooltip, based on your range to that enemy? +ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Gameplay Settings] + +;****************************************************************************************************************************** +; These settings change the rules of the game in TACTICAL mode. +; They affect all characters (friend and foe) equally! +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow walking and sidesteps with raised weapons? +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Weapon resting features +;------------------------------------------------------------------------------------------------------------------------------ + +; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? +; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. +WEAPON_RESTING = TRUE + +; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still +; unfamiliar with the feature) +WEAPON_RESTING_DISPLAY = TRUE + +; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. +; Value Range: 0 - 100. +WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; scope modes +;------------------------------------------------------------------------------------------------------------------------------ + +; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) +USE_SCOPE_MODES = FALSE + +; Allow display of scope modes on weapon +DISPLAY_SCOPE_MODES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the grid number for the initial merc arrival location. +; The JA2 default grid number is 4870 (Sector A9 Omerta). +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_MERC_ARRIVAL_LOCATION = 15427 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. +; +; Maximum and minimum values go from 0 to 100. +; The "DIVISOR" only works when the minimum is set to 0. +; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random +; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor +; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. +; +; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. +; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every +; 100. +; With Divisor 2, we get a 1/200 ratio. +; With Divisor 10, we get a 1/1000 ratio. And so on. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_POSSIBLE_CTH = 99 +MINIMUM_POSSIBLE_CTH = 0 +MINIMUM_CTH_DIVISOR = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; The next three settings control realistic tracer fire. +; +; REALISTIC_TRACERS: Toggle Realistic Tracers. +; 0 = off (regular tracers). +; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. +; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction +; +; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. +; 0 = no tracers. +; 1 = every bullet is a tracer. +; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. +; +; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire +; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but +; seriously, keep it around 20, willya? +; +; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. +; +;------------------------------------------------------------------------------------------------------------------------------ + +REALISTIC_TRACERS = 2 +NUM_BULLETS_PER_TRACER = 5 +CTH_BUMP_PER_TRACER = 20 +MIN_RANGE_FOR_TRACER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to +; the target. The further you are away from the target, the lower that cap will be. +; Increase this value to increase the importance of range in this calculation. +; +; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. +;------------------------------------------------------------------------------------------------------------------------------ + +RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) +; +; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. +; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). +;------------------------------------------------------------------------------------------------------------------------------ + +INCREASE_AIMING_COSTS = FALSE + +; Divisor of the gun's "READY" cost that is added to the the first aiming level. +; 0 = No extra cost. +FIRST_AIM_READY_COST_DIVISOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value +; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla +; style) +; +; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As +; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result +; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system +; which results in a flat -2CTH against only the first rounds penalty +; +; Valid range: 0 - 10 +;------------------------------------------------------------------------------------------------------------------------------ +AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic setting to allow more than 4 aiming clicks for any gun +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXTRA_AIM_LEVELS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. +; +; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, +; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach +; 8 aiming levels. +; +; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). +; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AIMING_LIMITS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to "TRUE", the AIM Levels you can spend depends on the distance. +; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). +; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). +; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: +; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE +; Reasonable values include 10 and BASE_SIGHT_RANGE (13). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_COMPATIBILITY_OPTION = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These values determine to what group a scope belongs to. +; Scopes are separated in groups by the aimbonus they give per click. +; +; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. +; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. +; Anything lower than a medium scope will get a maximum of 5 aimclicks. +; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. +; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. +; You don't need to change this unless you change the aiming bonus that scopes give. +;------------------------------------------------------------------------------------------------------------------------------ + +; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) +VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 + +; From what aiming bonus a scope is considered high power (Battle Scope 7x) +HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 + +; From what aiming bonus a scope is considered medium power (ACOG 10x) +MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 + +;------------------------------------------------------------------------------------------------------------------------------ +; These control the AIs willingness to assign a soldier as a Sniper +; +; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. +; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using +; a sniper rifle. +; +; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". +; +; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +; +; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SNIPER_RESTRICT_TO_ELITE = TRUE +AI_SNIPER_MIN_RANGE = 40 +AI_SNIPER_CHANCE = 30 +AI_SNIPER_CHANCE_WITH_SR = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Firing at moving targets. +; +; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number +; of tiles this target has moved since the beginning of their current turn. +; Use these settings to change the severity of this effect. +;------------------------------------------------------------------------------------------------------------------------------ + +; How much CTH is lost when firing at a target, for each tile the target has moved so far? +CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 + +; How much CTH can be lost in total due to the movement of your target? +MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Add extra effects to critical hits. +; +; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause +; attribute loss. +; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. +;------------------------------------------------------------------------------------------------------------------------------ + +; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness +; is also proportional to damage. +; 0 = Disabled. +; 100 = Always. +CHANCE_BLINDED_BY_HEADSHOT = 25 + +; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. +CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can jump through open windows by pressing Shift + j. +; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and +; there has to be a free tile next to the window (the landing tile). +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_JUMP_THROUGH_WINDOWS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_CLIMB_ON_WALLS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +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 this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'. +; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +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 + + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use +; the rag to completely erase the camo. +; This is important for Camouflaged/Ranger traits. +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_REMOVING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enhanced Close Combat System +; +; This option generally improves many things around the game's close combat system, like: +; +; * HtH hit to head deal more damage but has lesser chance to hit. +; * HtH hit to legs do half damage but has much better chance to hit. +; * HtH damage on lying enemies increased. +; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. +; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists +; perform their spinning kick then. +; * Attributes used for HtH attacks or stealing slightly tweaked. +; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) +; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now +; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to +; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a +; message occures that you haven't taken all you wanted. +; * Several minor tweaks included. +;------------------------------------------------------------------------------------------------------------------------------ + +ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of +; experience points. This amount is counted as times . Setting this to zero +; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. +; +; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice +; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, +; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort +; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) +;------------------------------------------------------------------------------------------------------------------------------ + +AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings +; True = enabled, they always have all three items +; False = disabled, classic behaviour +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved Interrupt System (IIS) +; (Enable IIS on gamestart screen.) +; +; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get +; interrupts more frequent) +BASIC_PERCENTAGE_APS_REGISTERED = 60 + +; Percent added to basic percentage per soldier's experience level +; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, +; which is further adjusted by range to target) +PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 + +; A value controlling how often an interrupt can be triggered, lower = more interrupts +; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries +; and such though) +BASIC_REACTION_TIME_LENGTH = 25 + +; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats +; exp level and such +ALLOW_COLLECTIVE_INTERRUPTS = TRUE + +; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) +ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Cover System Settings] + +;****************************************************************************************************************************** +; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. +;****************************************************************************************************************************** + +; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. +COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 + +; This tell how much a stealth value of 100 will decrese the sight range of an enemy. +; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. +COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 + +; This is similar to STEALTH_EFFECTIVENESS. +; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. +COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 + +; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. +COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 + +; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, +; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. +COVER_SYSTEM_LBE_EFFECTIVENESS = 20 + +; Running around crazy will give you a penalty of up to 50% (default). +COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 + +; The cover system automaticly calculates how dense an object it. +; This will tell you how much percent of vision should be decreased if the object is 100% dense, +; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). +; If you put it to a realistic setting, where solid stuff always blocks enemy views, +; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. +COVER_SYSTEM_TREE_EFFECTIVENESS = 15 + +; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. +; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. +COVER_SYSTEM_UPDATE_DELAY = 500 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Suppression Fire Settings] + +;****************************************************************************************************************************** +; These settings control the behavior of Suppression Fire, its severity, and its side-effects. +; +; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought +; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! +; +; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. +;****************************************************************************************************************************** + +;****************************************************************************************************************************** +; SUPPRESSION BASICS +; +; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. +; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. +; +; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, +; and morale loss. This value is based on the character's Experience and Morale, among other things. +; +; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing +; his Chance-to-Hit considerably. It also makes the character harder to hit himself. +; +; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! +; +; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. +; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression +; fire, it means that the character is useless of a whole turn and can be assaulted safely. +; +; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are +; hiding. +; Note that they will try to do the same thing to you! +;****************************************************************************************************************************** + + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls how powerful suppression fire is. +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS = 75 + +;------------------------------------------------------------------------------------------------------------------------------ +; Minimum and Maximum amount of Suppression Tolerance a character can have. +; +; NOTE: You'll cause problems if you set MIN to a value greater then MAX +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_TOLERANCE_MAX = 18 +SUPPRESSION_TOLERANCE_MIN = 1 + +; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. +NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE + +; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. +TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; This controls how much Suppression Shock is taken when under fire. +; +; 100 is the "normal" effect. +; Range is 0 (no suppression shock) to 65535 (65535% effect). +; 200 is a LOT. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_SHOCK_INTENSITY = 100 + +; The maximum number of Shock points a character can have. +MAX_SUPPRESSION_SHOCK = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shocked Target CTH Penalty +; +; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). +; Use these settings to change the CTH penalty for shooting at such targets. +;------------------------------------------------------------------------------------------------------------------------------ + +; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. +CTH_PENALTY_PER_TARGET_SHOCK = 2 + +; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! +MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 + +; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. +CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 +CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 + +; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. +MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shock Effects +; +; A Shocked character becomes less useful, primarily losing CTH on all his attacks. +; Use these settings to enable further effects from being shocked. +;------------------------------------------------------------------------------------------------------------------------------ + +; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. +; 0 = No limit. +MAX_CTH_PENALTY_FROM_SHOCK = 40 + +; Vision loss due to Suppression Shock. +; 0 = No vision loss. +; 2 = Vision range reduced proportionally to shock. +; 3 = Tunnel Vision increased proportionally to shock. +; 1 = Both options enabled. +SHOCK_REDUCES_SIGHTRANGE = 1 + +; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes +; the character considerably less resistance to further suppression fire, until the shock can clear away. +COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon +; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid +; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every +; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SUPPRESS_MIN_MAG_SIZE = 30 +AI_SUPPRESS_MIN_AMMO_REMAINING = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Explosive Suppression +; +; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause +; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range +; of the explosion itself! +; 0 = disabled. +; 100 = "normal" effect. +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90 + +;------------------------------------------------------------------------------------------------------------------------------ +; Other settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". +NOTIFY_WHEN_PINNED_DOWN = TRUE + +; Minimum distance at which friendly characters become suppressed their own forces. +MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weather Settings] + +;****************************************************************************************************************************** +; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy +; positions. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Rain settings +; +; (For slow CPUs, you may want to disable rain entirely. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable rain appearing in the game. +ALLOW_RAIN = TRUE + +; Chance of rain to be triggered once per day. +RAIN_CHANCE_PER_DAY = 40 + +; Minimum/Maximum length of rain. +RAIN_MIN_LENGTH_IN_MINUTES = 60 +RAIN_MAX_LENGTH_IN_MINUTES = 300 + +; For slow CPUs decrease the MAX_RAIN_DROPS. +MAX_RAIN_DROPS = 80 + +; Controls how rain affects visual distance +; Range: 0-100% +; 0% = Rain doesn't decrease sightrange. +; 100% = Can't see anything in the rain. +VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 + +; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. +WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 + +; Reduction of the speed of regaining your breath (stamina) when it is raining. +BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Lightning settings +; +; (ALLOW_RAIN must be set to TRUE for this to work.) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable lightning occuring during rain. +ALLOW_LIGHTNING = TRUE + +; Minimum/Maximum intervals between lightning in real time mode. +MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 +MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 + +; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) +MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 +MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 + +; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. +DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 + +; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). +CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weapon Overheating Settings] + +;****************************************************************************************************************************** +; In this section you can modify global settings for weapon overheating. +;****************************************************************************************************************************** + +; Should a 'thermometer' for guns and replacable barrels be displayed? +OVERHEATING_DISPLAY_THERMOMETER = TRUE + +; Starting amount of red colour in the temperature bar. Must be in [0, 255] +OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 + +; If a barrel is not in someone's inventory, it cools down a little bit better. +OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 + +; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector? +; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded. +; This can be exploited, but why would you do that? +; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are. +OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE + + +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from +ZOMBIE_RISE_WITH_ARMOUR = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. +; The lost point will be bandaged, so you do not have to immediately bandage it. +; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. +; We require immediate medical assistance, or we will die! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; action automatically performed by your doctors and the hospital, if the merc is their patient. +; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Fortification Settings] + +;****************************************************************************************************************************** +; In this section you can specify settings for the fortification system +;****************************************************************************************************************************** + +; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # # ## # # # +; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # # +; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gamestart Settings] + +;****************************************************************************************************************************** +; These settings control the situation at the start of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game starting time and merc arrival delay +; +; The values are in seconds (3600 = 1 hour) +; +; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME +; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival +; +; Do not change this setting after the game has started +; Do not set the values too low +;------------------------------------------------------------------------------------------------------------------------------ + +; Default value is 3600 (1am) +GAME_STARTING_TIME = 3600 + +; Default value is 21600 (7am) +FIRST_ARRIVAL_DELAY = 21600 + +;------------------------------------------------------------------------------------------------------------------------------ +; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). +; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). +; +; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe +; airspace sector immediately after your initial arrival!! +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_ARRIVAL_SECTOR_X = 7 +DEFAULT_ARRIVAL_SECTOR_Y = 8 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in STRATEGIC mode. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. +; +; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the color of the Stat Progress Bars shown on your character's information panel. +; +; The bars can be turned off completely using the in-game Options Menu. +;------------------------------------------------------------------------------------------------------------------------------ + +STAT_PROGRESS_BARS_RED = 140 +STAT_PROGRESS_BARS_GREEN = 90 +STAT_PROGRESS_BARS_BLUE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether the Daily Expenses window takes into account your mercs' contracts. +; +; 0 = Do not take merc contracts into account. +; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) +; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most +; recent contract signed with them. +;------------------------------------------------------------------------------------------------------------------------------ + +INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 + +; If disabled, the transition from the strategy screen will be skipped before entering tactical screen +DISABLE_STRATEGIC_TRANSITION = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Progress Settings] + +;****************************************************************************************************************************** +; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. +; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game progress weights +; +; Determine what factors influence your current progress. +; Range: 0-100% +; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults +;------------------------------------------------------------------------------------------------------------------------------ + +; The maximum number of progress points you can get from killing enemies. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 + +; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you +; conquer more sectors. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 + +; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you +; control more mines and get more loyalty in the towns where the mines are. Default 50 +GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 + +; The maximum number of progress points you can get from exploring sectors on the map. Default 0 +GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses +; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. +; +; If set to TRUE, all progress weights are automatically set to 100. +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_PROGRESS_CALCULATION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional factors to Progress Calculation +;------------------------------------------------------------------------------------------------------------------------------ + +; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see +; above) can surpass it. +GAME_PROGRESS_MINIMUM = 0 + +; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% +; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. +GAME_PROGRESS_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Number of kills required to get a single progress point, based on game difficulty. +; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 +NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 +NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 +NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum progress level required to trigger some events. +; Range: 0-100% +;------------------------------------------------------------------------------------------------------------------------------ + +; Default 35 +GAME_PROGRESS_START_MADLAB_QUEST = 35 + +; Default 50 +GAME_PROGRESS_MIKE_AVAILABLE = 50 + +; Default 70 +GAME_PROGRESS_IGGY_AVAILABLE = 70 + + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Event Settings] + +;****************************************************************************************************************************** +; Controls various campaign events. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? +; NOTE: This will make the beginning of the game MUCH HARDER if enabled! + +TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) + +ENABLE_CREPITUS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Mine Shut-down Event +; +; Allows you to control which mine will run out of ore and stop working. + +; Select mine. +; -1 = Game chooses a mine randomly. +; 0 = No mine will shut down! +; 2 = Drassen +; 3 = Alma +; 4 = Cambria +; 5 = Chitzena +; 6 = Grumm +;------------------------------------------------------------------------------------------------------------------------------ + +WHICH_MINE_SHUTS_DOWN = -1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gameplay Settings] + + +;****************************************************************************************************************************** +; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will +; definitely change the way it is played. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements +; +; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive +; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. +; +; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is +; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others +; die or run away. +;------------------------------------------------------------------------------------------------------------------------------ + +; Allows enemy/militia reinforcements from adjacent sectors. +ALLOW_REINFORCEMENTS = FALSE + +; Allows reinforcements only between city sectors. +ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Vehicle Inventory +;------------------------------------------------------------------------------------------------------------------------------ + +; Do vehicles have their own inventory to carry equipment? +VEHICLE_INVENTORY = TRUE + +; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). +HUMVEE_OFFROAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This determines how important luck is in Auto-Resolve combat, compared to actual skills. +; JA2 Default is 2.0 (luck is as important as skills). +; Lower this value to reply more on skills, raise to rely more on luck. +; Minimum is 1.0. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTORESOLVE_LUCK_FACTOR = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map +; (as a big red "?"). +; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. +;------------------------------------------------------------------------------------------------------------------------------ + +NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the frequency and severity of risks triggered by using strategic facilities. +;------------------------------------------------------------------------------------------------------------------------------ + +; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. +FACILITY_EVENT_RARITY = 1000 + +; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more +; noticeable. Increase this for the opposite. Default = 50. +FACILITY_DANGER_RATE = 50 + +;****************************************************************************************************************************** +; Activates the new additional repair mode. +; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing +; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor +; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the +; same sector, then all equipped armor, and so forth, always starting with the item with least durability +; (especially jammed guns). +; +; FALSE = 1.13 repair system +; TRUE = New additional repair system based on priorities +;****************************************************************************************************************************** + +ADDITIONAL_REPAIR_MODE = TRUE + +;****************************************************************************************************************************** +; Set how to handle Skyrider "hot LZ" options +; +; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) +; 1 = Allow Skyrider to drop off mercs to center of map +; 2 = Skyrider drops mercs at map edge from direction he entered the sector. +;****************************************************************************************************************************** + +ALLOW_SKYRIDER_HOT_LZ = 2 + +;****************************************************************************************************************************** +; Always make all the terrorists to appear in Arulco. +; +;****************************************************************************************************************************** + +ENABLE_ALL_TERRORISTS = TRUE + +;****************************************************************************************************************************** +; Enable all sectors with "secret" weapon caches. +; (These sectors hold usually a few chests with various mediocre to good equipment.) +; +;****************************************************************************************************************************** + +ENABLE_ALL_WEAPON_CACHES = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; Use these settings to make changes to the laptop screen. +;****************************************************************************************************************************** + +; If set to TRUE, you can browse to the briefing room website on the laptop +BRIEFING_ROOM = FALSE + +; If set to TRUE, you can browse to the encyclopedia website on the laptop +ENCYCLOPEDIA = FALSE + +; If disabled, the transition will be skipped when opening/closing the laptop +DISABLE_LAPTOP_TRANSITION = FALSE + +; Fast loading of WWW laptop sites? +FAST_WWW_SITES_LOADING = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Bobby Ray Settings] + +;****************************************************************************************************************************** +; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. +;****************************************************************************************************************************** + +; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. +BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE + +; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. +BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Item shipment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Should the stealing from shipments (in Drassen this is Pablo) be disabled? +STEALING_FROM_SHIPMENTS_DISABLED = FALSE + +; Set the chance in percentage of whole shipment lost from Bobby Ray +CHANCE_OF_SHIPMENT_LOSS = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Item Property Settings] + +;****************************************************************************************************************************** +; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change +; all the individual entries in Items.XML or Weapons.XML. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in damage) +; maximum damage (internal) is 255 +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVES_DAMAGE_MODIFIER = 100 +MELEE_DAMAGE_MODIFIER = 100 +GUN_DAMAGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in range) +; 200 means 200% (doubles the range) +; 50 means 50% (halves the range) +;------------------------------------------------------------------------------------------------------------------------------ +GUN_RANGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target +; in an unprotected area. Each armor item has a different coverage value. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_ARMOR_COVERAGE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. +; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AMMO_WEIGHT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, +; but won't lower B/5AP below 0. +; 0 = No change from normal +; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) +; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. +; At 0.5, characters can comfortably carry twice as much with the same amount of strength. +;------------------------------------------------------------------------------------------------------------------------------ + +STRENGTH_TO_LIFT_HALF_KILO = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. +; Note: This is only used if Old Trait System is played +;------------------------------------------------------------------------------------------------------------------------------ + +MORTAR_CTH_DIVISOR = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. +; It is recommended to play with this set to FALSE when the attachments are assigned properly. +; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. +; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The chance in percentages that an attachment will have to drop with the item if an NPC dies. +; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. +; Inseperable attachments will always drop. Range: 0 - 100% +;------------------------------------------------------------------------------------------------------------------------------ + +ATTACHMENT_DROP_RATE = 10 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The maximum amount of attachments NPC's can get on their gun when they get random equipment. +; They will usually get less attachments than this value because of randomness. Range: 2 - 30 +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ENEMY_ATTACHMENTS = 6 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's army on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; New strategic AI +; +; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies +; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens +; to every city, possibly several times during the campaign! +; When set to TRUE, this setting has the potential of making the game considerably harder. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AGGRESSIVE_AI = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy army composition +; +; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. +;------------------------------------------------------------------------------------------------------------------------------ + +; Percentage of troops that are actually placed on the map at the start of the game. +; 100 = All "default" troops are placed. +; 200 = Twice as many troops are placed. +INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 +INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 +INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 +INITIAL_GARRISON_PERCENTAGES_INSANE = 200 + +; Minimum enemy group size. Enemy groups will never be smaller than this! +MIN_ENEMY_GROUP_SIZE_NOVICE = 3 +MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 +MIN_ENEMY_GROUP_SIZE_EXPERT = 6 +MIN_ENEMY_GROUP_SIZE_INSANE = 12 + +; Percent of troops converted to extra elites in enemy groups +PERCENT_EXTRA_ELITES_EXPERIENCED = 0 +PERCENT_EXTRA_ELITES_EXPERT = 25 +PERCENT_EXTRA_ELITES_INSANE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Pool +; +; These settings control how many troops the queen has for using against you, how many new troops she gets every day, +; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. +UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE +UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE + +; Amount of troops avaliable to the queen at game start +QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 +QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 + +; Amount of troops that will be added to queens army when the troops pool is empty +QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 + +;------------------------------------------------------------------------------------------------------------------------------ +; Alert Levels +; +; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes +; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better +; chance of spotting your mercs in the wilderness and chasing them around. +; +; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in +; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. +; +; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. +;------------------------------------------------------------------------------------------------------------------------------ + +; Sets the starting alert chances. +ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 +ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 +ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 +ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 + +; When an enemy spots and chases a player group, the alertness value decrements by this value. +; Ranges from 1-100 (but recommend 20-60). +ENEMY_ALERT_DECAY_NOVICE = 75 +ENEMY_ALERT_DECAY_EXPERIENCED = 50 +ENEMY_ALERT_DECAY_EXPERT = 25 +ENEMY_ALERT_DECAY_INSANE = 10 + +; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's +; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable +; is what is used to determine the free checks. +NUM_AWARE_BATTLES_NOVICE = 1 +NUM_AWARE_BATTLES_EXPERIENCED = 2 +NUM_AWARE_BATTLES_EXPERT = 3 +NUM_AWARE_BATTLES_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Army AI / Behavior +; +; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive +; she is about it. +;------------------------------------------------------------------------------------------------------------------------------ + +; The base interval between the queen's decisions. She can only make one decision at a time. +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 + +; A random variation to the interval between queen's decisions. +EVALUATION_DELAY_VARIANCE_NOVICE = 240 +EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 +EVALUATION_DELAY_VARIANCE_EXPERT = 120 +EVALUATION_DELAY_VARIANCE_INSANE = 60 + +; This is a delay between the player taking a sector, and the queen being able to decide to attack it. +; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 + +; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. +; A longer grace period causes defeated enemy patrols to reappear less often. +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 + +; Determines whether the queen always prefers attacking your sectors to defending her own. +; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable +; unlimited reinforcements +AGGRESSIVE_QUEEN_AI_NOVICE = FALSE +AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE +AGGRESSIVE_QUEEN_AI_EXPERT = FALSE +AGGRESSIVE_QUEEN_AI_INSANE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Individual Enemy Group Behavior +; +; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what +; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. +; This behavior was deactivated in original game. +; +; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to +; reinforce this sector. +; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. +; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_INVESTIGATE_SECTOR = FALSE +REASSIGN_PENDING_REINFORCEMENTS = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Town Militia. +;****************************************************************************************************************************** + +; Defines the maximum number of Militia that can occupy the same sector +; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the +; duration of the battle. +MAX_MILITIA_PER_SECTOR = 20 + +; The number of Town Militia that are trained in a single "training session". +NUM_MILITIA_TRAINED_PER_SESSION = 10 + +; How much loyalty you need in a town to allow you to train Militia there. +MIN_LOYALTY_TO_TRAIN_MILITIA = 20 + +; This controls how fast town militia gets trained. +MILITIA_TRAINING_RATE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, +; and are almost as well-trained as enemy Blackshirts. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. +; FALSE = Only Regular (Light-Blue) militia can be trained. +ALLOW_TRAINING_ELITE_MILITIA = FALSE + +; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) +ELITE_MILITIA_TRAINING_DELAY= 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Town Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia training bonus for RPC (as a percentage of the normal training speed) +; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. +RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 + +; Minimum leadership skill required to be able to train Militia at all +MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20 + +; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). +LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE + +; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. +REQ_LEADERSHIP_FOR_MAX_MILITIA = 60 + +; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test +; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia +; training. +; 100 = no bonus. 150 = 50% bonus. etcetera +; Note: This is only used if Old Trait System is played +TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Mobile Militia. +;****************************************************************************************************************************** + +; Allows training militia that move around on the Strategy Map. +; If FALSE, all other settings in this category are disabled automatically. +ALLOW_MOBILE_MILITIA = FALSE + +; Delay ability to train Mobile Militia till this day +MOBILE_MILITIA_TRAINING_DELAY = 1 + +; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). +NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Training method options. +; +; There are two methods: +; One is Manual Training - you pay money to train Mobile Militia whenever you desire. +; The second method is to have them created automatically (for free!) every N hours. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines which method of training is used. +; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all +; "Leadership and Mobile Militia Training settings", below. +MUST_TRAIN_MOBILE_MILITIA = FALSE + +; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile +; Militia group. +; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. +CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Mobile Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Minimum required leadership skill to train Mobile Militia +MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 + +; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the +; value dictated by DIV_OF_ORIGINAL_MILITIA. +; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE + +; Required leadership score to train the maximum number of Mobile Militia allowed. +; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) +REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 + +; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE + +; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups +; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. +PERCENT_MOBILE_MILITIA_ELITES = 20 +PERCENT_MOBILE_MILITIA_REGULARS = 30 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Movement Settings] + +;****************************************************************************************************************************** +; These settings control how Mobile Militia move around the strategy map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to FALSE, Mobile Militia can move anywhere they want. +; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_ROAMING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; EXPLORATION-based restrictions +; +; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions. +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; CONQUEST-based restrictions +; +; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. +; This utilizes the rules laid down in the file "DynamicRestrictions.XML". +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a +; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they +; have already been liberated once in the past. +; +; In the JA2 campaign, this allows travel through: +; San Mona, Tixa, Orta, Estoni, and Omerta. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. +; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. +; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE +ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Strength Settings] + +;****************************************************************************************************************************** +; These settings control the strength of town or mobile militia in tactial combat and autoresolve. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine how well the militia will fight during autoresolve and tactical combat. +; +; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia +; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia +; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also +; negative, meaning the militia will be weaker. +GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5 +VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10 + +; Flat bonus to Militiamen Action Points. +GREEN_MILITIA_APS_BONUS = 0 +REGULAR_MILITIA_APS_BONUS = 0 +VETERAN_MILITIA_APS_BONUS = 5 + +; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) +GREEN_MILITIA_CTH_BONUS_PERCENT = 0 +REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 +VETERAN_MILITIA_CTH_BONUS_PERCENT = 10 + +; Normal and energy damage is reduced by this many percents. +GREEN_MILITIA_DAMAGE_RESISTANCE = 0 +REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 +VETERAN_MILITIA_DAMAGE_RESISTANCE = 10 + +; Determines bonus to assigned weapon and gear quality (coolness). +GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 +VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Shopkeeper Inventory Settings] + +;****************************************************************************************************************************** +; These settings control the inventory of Arulco's resident shopkeepers. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better) +; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better) +;------------------------------------------------------------------------------------------------------------------------------ + +TONY_USES_BOBBY_RAYS_SETTING = TRUE +DEVIN_USES_BOBBY_RAYS_SETTING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away +; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. + +CHANCE_TONY_AVAILABLE = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn on to get BR shipments faster + +FAST_BOBBY_RAY_SHIPMENTS = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Assignment Settings] + +;****************************************************************************************************************************** +; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic Settings +; +; Use these to affect all assignments. +;------------------------------------------------------------------------------------------------------------------------------ + +; The amount time a character must be on assignment before it can have any effect. +; Theoretically, everything will go faster if this is lower... +MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 + +;------------------------------------------------------------------------------------------------------------------------------ +; Skill Training +; +; These settings control the speed of training, and how useful some characters are at training others. +;------------------------------------------------------------------------------------------------------------------------------ + +; Min skill required for a character to be able to increase that skill at all. +MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 + +; Max value to which any skill can be trained. +MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 + +; Divisor for rate of self-training (the "PRACTICE" assignment) +TRAINING_RATE_DIVISOR = 1000 + +; The divisor for rate of training bonus due to instructors influence +; Reduce to speed-up trainer/student training +; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 + +; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) +; Also applies to training militia +TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 + +; The minimum skill rating a character must have before he can train fellow teammates in that skill. +MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. +; +; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. +; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. +; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. +; 1 = Both options on. +;------------------------------------------------------------------------------------------------------------------------------ + +SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1 +SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. +; +; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. +; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until at least one student wakes up. +; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until the trainer wakes up. +; 1 = Both options on. +; +; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the +; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). +;------------------------------------------------------------------------------------------------------------------------------ + +REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Doctoring +; +; (for reference: OKLIFE = 15 health) +;------------------------------------------------------------------------------------------------------------------------------ + +; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) +; Low = patient, high = working +NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 +NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 +NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 + +; Increase this value to reduce doctoring pts per hour, or vice versa. +; At 2400, the theoretical maximum is 150 full healing pts/day. +DOCTORING_RATE_DIVISOR = 2400 + +; How many points of healing each hospital patients gains per hour in the hospital +; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! +HOSPITAL_HEALING_RATE = 5 + +; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) +BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 + +; Multiplier for how much medical skill is needed, for each point below OKLIFE +MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 + +; Number of "doctor" points used up to heal each point below OKLIFE +POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Repairing +;------------------------------------------------------------------------------------------------------------------------------ + +; Cost to unjam a weapon in repair pts +REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 + +; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +REPAIR_RATE_DIVISOR = 2500 + +; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points +; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows +; down repair. A lower value speeds it up. +REPAIR_SESSIONS_PER_DAY = 24 + + +[Clock Settings] + +;****************************************************************************************************************************** +; These settings control the speed behavior of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change in Clock Speed from base clock speed in percent +; Range: 100 - 300 Default: 150 +;------------------------------------------------------------------------------------------------------------------------------ + +CLOCK_SPEED_PERCENT = 150 + +;------------------------------------------------------------------------------------------------------------------------------ +; Timeslice in microseconds. The frequency that the screen is refreshed. +; At normal speed the clock is updated every 16 milliseconds. +; Range: 1000 - 20000 Default: 16000 +;------------------------------------------------------------------------------------------------------------------------------ + +UPDATE_FREQUENCY = 16000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. +; At normal speed the clock is updated every 10 milliseconds. +; Range: 1-10000 Default: 500 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_PERIOD = 500 + +;------------------------------------------------------------------------------------------------------------------------------ +; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. +; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx +; Note MENU = [ALT], CONTROL = [CTRL] +; Examples (separated by comma): +; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_KEY = SUBTRACT diff --git 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b/gamedir/Data-UB/NPC_SPEECH/076_001.WAV new file mode 100644 index 000000000..c7a0f2b56 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_001.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_002.GAP b/gamedir/Data-UB/NPC_SPEECH/076_002.GAP new file mode 100644 index 000000000..67913fe02 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_002.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_002.WAV b/gamedir/Data-UB/NPC_SPEECH/076_002.WAV new file mode 100644 index 000000000..69a72df15 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_002.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_003.GAP b/gamedir/Data-UB/NPC_SPEECH/076_003.GAP new file mode 100644 index 000000000..975b83bc7 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_003.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_003.WAV b/gamedir/Data-UB/NPC_SPEECH/076_003.WAV new file mode 100644 index 000000000..af301f2f5 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_003.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_004.GAP b/gamedir/Data-UB/NPC_SPEECH/076_004.GAP new file mode 100644 index 000000000..e4b14cad3 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_004.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_004.WAV b/gamedir/Data-UB/NPC_SPEECH/076_004.WAV new file mode 100644 index 000000000..4612b4948 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_004.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_005.GAP b/gamedir/Data-UB/NPC_SPEECH/076_005.GAP new file mode 100644 index 000000000..c486d3c57 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_005.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_005.WAV b/gamedir/Data-UB/NPC_SPEECH/076_005.WAV new file mode 100644 index 000000000..f8488e154 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_005.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_006.GAP b/gamedir/Data-UB/NPC_SPEECH/076_006.GAP new file mode 100644 index 000000000..aa521a3f8 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_006.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_006.WAV b/gamedir/Data-UB/NPC_SPEECH/076_006.WAV new file mode 100644 index 000000000..81c42a74b Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_006.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_007.GAP b/gamedir/Data-UB/NPC_SPEECH/076_007.GAP new file mode 100644 index 000000000..cb92bfc04 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_007.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_007.WAV b/gamedir/Data-UB/NPC_SPEECH/076_007.WAV new file mode 100644 index 000000000..b3ccdb2c6 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_007.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_008.GAP b/gamedir/Data-UB/NPC_SPEECH/076_008.GAP new file mode 100644 index 000000000..c5a485aff Binary files /dev/null and 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b/gamedir/Data-UB/NPC_SPEECH/076_010.WAV new file mode 100644 index 000000000..18f7e0db3 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_010.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_011.GAP b/gamedir/Data-UB/NPC_SPEECH/076_011.GAP new file mode 100644 index 000000000..0dfb6438e Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_011.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_011.WAV b/gamedir/Data-UB/NPC_SPEECH/076_011.WAV new file mode 100644 index 000000000..f5a29ff86 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_011.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_012.GAP b/gamedir/Data-UB/NPC_SPEECH/076_012.GAP new file mode 100644 index 000000000..6d7397129 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_012.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_012.WAV b/gamedir/Data-UB/NPC_SPEECH/076_012.WAV new file mode 100644 index 000000000..b728c0f60 Binary files /dev/null and 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b/gamedir/Data-UB/NPC_SPEECH/076_015.GAP new file mode 100644 index 000000000..e4e07b37e Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_015.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_015.WAV b/gamedir/Data-UB/NPC_SPEECH/076_015.WAV new file mode 100644 index 000000000..7e8366519 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_015.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_016.GAP b/gamedir/Data-UB/NPC_SPEECH/076_016.GAP new file mode 100644 index 000000000..adc088c90 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_016.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_016.WAV b/gamedir/Data-UB/NPC_SPEECH/076_016.WAV new file mode 100644 index 000000000..bfea6542b Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_016.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_017.GAP b/gamedir/Data-UB/NPC_SPEECH/076_017.GAP new file mode 100644 index 000000000..063fdf8a9 Binary files /dev/null and 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b/gamedir/Data-UB/NPC_SPEECH/076_019.WAV new file mode 100644 index 000000000..5669bc6ab Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_019.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_020.GAP b/gamedir/Data-UB/NPC_SPEECH/076_020.GAP new file mode 100644 index 000000000..e0af89fb5 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_020.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_020.WAV b/gamedir/Data-UB/NPC_SPEECH/076_020.WAV new file mode 100644 index 000000000..837e94f57 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_020.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_021.GAP b/gamedir/Data-UB/NPC_SPEECH/076_021.GAP new file mode 100644 index 000000000..0938a0a1b Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_021.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_021.WAV b/gamedir/Data-UB/NPC_SPEECH/076_021.WAV new file mode 100644 index 000000000..f01911369 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_021.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_022.GAP b/gamedir/Data-UB/NPC_SPEECH/076_022.GAP new file mode 100644 index 000000000..7f8e2bc6e Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_022.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_022.WAV b/gamedir/Data-UB/NPC_SPEECH/076_022.WAV new file mode 100644 index 000000000..9bb0bd920 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_022.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_023.GAP b/gamedir/Data-UB/NPC_SPEECH/076_023.GAP new file mode 100644 index 000000000..5e9d6168d Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_023.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_023.WAV b/gamedir/Data-UB/NPC_SPEECH/076_023.WAV new file mode 100644 index 000000000..8197ab5cf Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_023.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_024.GAP b/gamedir/Data-UB/NPC_SPEECH/076_024.GAP new file mode 100644 index 000000000..2586dafb0 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_024.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_024.WAV b/gamedir/Data-UB/NPC_SPEECH/076_024.WAV new file mode 100644 index 000000000..b4bd410c3 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_024.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_025.GAP b/gamedir/Data-UB/NPC_SPEECH/076_025.GAP new file mode 100644 index 000000000..39410c0c0 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_025.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_025.WAV b/gamedir/Data-UB/NPC_SPEECH/076_025.WAV new file mode 100644 index 000000000..0ebd5b898 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_025.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_026.GAP b/gamedir/Data-UB/NPC_SPEECH/076_026.GAP new file mode 100644 index 000000000..26f783c20 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_026.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/076_026.WAV b/gamedir/Data-UB/NPC_SPEECH/076_026.WAV new file mode 100644 index 000000000..93811cee5 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/076_026.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_000.GAP b/gamedir/Data-UB/NPC_SPEECH/077_000.GAP new file mode 100644 index 000000000..fa7c33c2f Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_000.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_000.WAV b/gamedir/Data-UB/NPC_SPEECH/077_000.WAV new file mode 100644 index 000000000..0feba8e0a Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_000.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_001.GAP b/gamedir/Data-UB/NPC_SPEECH/077_001.GAP new file mode 100644 index 000000000..c3dbea659 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_001.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_001.WAV b/gamedir/Data-UB/NPC_SPEECH/077_001.WAV new file mode 100644 index 000000000..6dd036e3a Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_001.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_002.GAP b/gamedir/Data-UB/NPC_SPEECH/077_002.GAP new file mode 100644 index 000000000..042a4ea2c Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_002.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_002.WAV b/gamedir/Data-UB/NPC_SPEECH/077_002.WAV new file mode 100644 index 000000000..0d6e910c1 Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_002.WAV differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_003.GAP b/gamedir/Data-UB/NPC_SPEECH/077_003.GAP new file mode 100644 index 000000000..98332948d Binary files /dev/null and b/gamedir/Data-UB/NPC_SPEECH/077_003.GAP differ diff --git a/gamedir/Data-UB/NPC_SPEECH/077_003.WAV b/gamedir/Data-UB/NPC_SPEECH/077_003.WAV new file mode 100644 index 000000000..439c86f1f Binary files /dev/null and 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b/gamedir/Data-UB/Npcdata/CIV43.EDT differ diff --git a/gamedir/Data-UB/Scripts/ExplosionControl.lua b/gamedir/Data-UB/Scripts/ExplosionControl.lua new file mode 100644 index 000000000..132dfb9bc --- /dev/null +++ b/gamedir/Data-UB/Scripts/ExplosionControl.lua @@ -0,0 +1,381 @@ +Profil = { + ELDIN = 127, + BIGGENS = 61, -- UB + +} + +Team = { + OUR_TEAM = 0, + ENEMY_TEAM = 1, + CREATURE_TEAM = 2, + MILITIA_TEAM = 3, + CIV_TEAM = 4, + PLAYER_PLAN = 5, + LAN_TEAM_ONE = 6, + LAN_TEAM_TWO = 7, + LAN_TEAM_THREE = 8, + LAN_TEAM_FOUR = 9, +} + +StatusAlert = { + STATUS_GREEN = 0, + STATUS_YELLOW = 1, + STATUS_RED = 2, + STATUS_BLACK = 3, +} + +ActionType = { + AI_ACTION_GET_CLOSER = 5, +} + +Facts = { + FACT_MUSEUM_ALARM_WENT_OFF = 278, +} + +SoundVolume = { + LOWVOLUME = 25, + BTNVOLUME = 40, + MIDVOLUME = 65, + HIGHVOLUME = 127, +} + +Sample = { + KLAXON_ALARM = 214, +} + +Group = { + + NON_CIV_GROUP = 0, + REBEL_CIV_GROUP = 1, + KINGPIN_CIV_GROUP = 2, + SANMONA_ARMS_GROUP = 3, + ANGELS_GROUP = 4, + BEGGARS_CIV_GROUP = 5, + TOURISTS_CIV_GROUP = 6, + ALMA_MILITARY_CIV_GROUP = 7, + DOCTORS_CIV_GROUP = 8, + COUPLE1_CIV_GROUP = 9, + HICKS_CIV_GROUP = 10, + WARDEN_CIV_GROUP = 11, + JUNKYARD_CIV_GROUP = 12, + FACTORY_KIDS_GROUP = 13, + QUEENS_CIV_GROUP = 14, +} + +Civ_status = { + CIV_GROUP_NEUTRAL = 0, + CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1, + CIV_GROUP_WILL_BECOME_HOSTILE = 2, + CIV_GROUP_HOSTILE = 3, +} + +Noise = { + NOISE_UNKNOWN = 0, + NOISE_MOVEMENT = 1, + NOISE_CREAKING = 2, + NOISE_SPLASHING = 3, + NOISE_BULLET_IMPACT = 4, + NOISE_GUNFIRE = 5, + NOISE_EXPLOSION = 6, + NOISE_SCREAM = 7, + NOISE_ROCK_IMPACT = 8, + NOISE_GRENADE_IMPACT = 9, + NOISE_WINDOW_SMASHING = 10, + NOISE_DOOR_SMASHING = 11, + NOISE_SILENT_ALARM = 12, +} + +local HEARD_3_TURNS_AGO = -4 +local HEARD_2_TURNS_AGO = -3 +local HEARD_LAST_TURN = -2 +local HEARD_THIS_TURN = -1 +local NOT_HEARD_OR_SEEN = 0 +local SEEN_CURRENTLY = 1 +local SEEN_THIS_TURN = 2 +local SEEN_LAST_TURN = 3 +local SEEN_2_TURNS_AGO =4 +local SEEN_3_TURNS_AGO = 5 + +local ubProfil = 0 +local MAX_MISC_NOISE_DURATION = 12 +local iLoop +local NOBODY = 254 +local LAST_TEAM = Team.LAN_TEAM_FOUR +local bTeam + +function PerformItemAction( ActionID , sGridNo ) + +local ubID + +-- Open Door +if ActionID == 1 then + ACTION_ITEM_OPEN_DOOR (sGridNo) +end + +-- Open Close +if ActionID == 2 then + ACTION_ITEM_CLOSE_DOOR (sGridNo) +end + +-- 3x3 Hidden Pit +if ActionID == 4 then + Add3X3Pit (sGridNo) + SearchForOtherMembersWithinPitRadiusAndMakeThemFall ( sGridNo, 1 ) +end + +-- 5x5 Hidden Pit +if ActionID == 5 then + Add5X5Pit (sGridNo) + SearchForOtherMembersWithinPitRadiusAndMakeThemFall ( sGridNo, 2 ) +end + +-- Toggle Door +if ActionID == 6 then + ACTION_ITEM_TOGGLE_DOOR (sGridNo) +end + +-- Toggle Action1s +if ActionID == 7 then + ToggleActionItemsByFrequency( 1 ) +end + +-- Toggle Action2s +if ActionID == 8 then + ToggleActionItemsByFrequency ( 2 ) +end + +-- Toggle Action3s +if ActionID == 9 then + ToggleActionItemsByFrequency( 3 ) +end + +-- Toggle Action4s +if ActionID == 10 then + ToggleActionItemsByFrequency( 4 ) +end + +-- Enter Brothel +if ActionID == 11 then + -- Empty Action +end + +-- Exit Brothel +if ActionID == 12 then + -- Empty Action +end + +-- Kingpin Alarm +if ActionID == 13 then + + PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo ) + + if ( TacticalStatusTeamActive(Team.CIV_TEAM) == true ) then + + SetPublicNoiseGridNo( Team.CIV_TEAM, sGridNo ) + SetPublicNoiseVolume( Team.CIV_TEAM, MAX_MISC_NOISE_DURATION ) + + for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do + if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == Group.KINGPIN_CIV_GROUP ) then + SetNewSituationMercPtrs ( iLoop ) + end + end + end + + SetCivGroupHostile( Group.KINGPIN_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE ) + + for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do + if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == Group.KINGPIN_CIV_GROUP ) 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 + +-- Sex with Prostitute +if ActionID == 14 then + ACTION_ITEM_SEX () +end + +-- Reveal Room +if ActionID == 15 then + ACTION_ITEM_REVEAL_ROOM (sGridNo) +end + +-- Local Alarm +if ActionID == 16 then + MakeNoise( NOBODY, sGridNo, 0, WorldLevelDataTerrainID(sGridNo), 30, Noise.NOISE_SILENT_ALARM ) +end + +-- Global Alarm +if ActionID == 17 then + + for i = 0 , LAST_TEAM do + if ( TacticalStatusTeamActive(i) == true ) then + if ( TacticalStatusTeamHuman(i) == false and ( not i == Team.CIV_TEAM ) ) then + + SetPublicNoiseGridNo( i, sGridNo ) + SetPublicNoiseVolume( i, MAX_MISC_NOISE_DURATION ) + + iLoop = GetTacticalStatusFirstID(i) + for o = iLoop,GetTacticalStatusLastID(iLoop) do + if ( CheckMercPtrsInSector (o) == true and CheckMercPtrsInActive(o) == true ) then + SetNewSituationMercPtrs( o ) + WearGasMaskIfAvailable( o ) + end + end + end + end + end + +end + +-- Klaxon Sound +if ActionID == 18 then + PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo ) +end + +-- Unlock door +if ActionID == 19 then + ACTION_ITEM_UNLOCK_DOOR (sGridNo) +end + +-- Toggle lock +if ActionID == 20 then + ACTION_ITEM_TOGGLE_LOCK (sGridNo) +end + +-- Untrap door +if ActionID == 21 then + ACTION_ITEM_UNTRAP_DOOR (sGridNo) +end + +-- Tog pressure items +if ActionID == 22 then + TogglePressureActionItemsInGridNo (sGridNo) +end + +-- Museum alarm +if ActionID == 23 then + + ubProfil = Profil.ELDIN + + PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo ) + + -- Eldin becomes aware of a very important "noise" coming from here! + -- So long as he hasn't already heard a noise a sec ago... + if ( TacticalStatusTeamActive(Team.CIV_TEAM) == true ) then + -- new situation for Eldin + if ( CheckSoldierInSector(ubProfil) == true and CheckSoldierActive(ubProfil) == true and CheckNPCLife(ubProfil) > 0 and ( CheckSoldierAlertStatus(ubProfil) == StatusAlert.STATUS_GREEN and CheckSoldierNoiseVolume(ubProfil) == 6 ) ) then + if ( SoldierTo3DLocationLineOfSightTest( ubProfil, sGridNo, 0, 0 ) == true ) then + + -- sees the player now! + TriggerNPCWithIHateYouQuote(ubProfil) + SetNewSituation(ubProfil) + else + SetNoiseGridno(ubProfil,sGridNo) + SetNoiseVolume(ubProfil,6) + SetAlertStatus(ubProfil,StatusAlert.STATUS_GREEN) + if ( not CheckAction(ubProfil) == ActionType.AI_ACTION_GET_CLOSER ) or CheckFact (Facts.FACT_MUSEUM_ALARM_WENT_OFF) == false then + CancelAIAction( ubProfil) + SetNextAction(ubProfil , ActionType.AI_ACTION_GET_CLOSER ) + SetNextActionData(ubProfil , sGridNo) + RESETTIMECOUNTER( ubProfil, 100 ) + end + end + SetFactTrue( Facts.FACT_MUSEUM_ALARM_WENT_OFF ) + end + end + + +end + +-- Bloodcat alarm +if ActionID == 24 then + bTeam = Team.CREATURE_TEAM + + if ( TacticalStatusTeamActive(bTeam) == true ) then + if ( TacticalStatusTeamHuman(bTeam) == false and ( not bTeam == Team.CIV_TEAM ) ) then + + SetPublicNoiseGridNo( bTeam, sGridNo ) + SetPublicNoiseVolume( bTeam, MAX_MISC_NOISE_DURATION ) + + iLoop = GetTacticalStatusFirstID(bTeam) + for o = iLoop,GetTacticalStatusLastID(bTeam) do + if ( CheckMercPtrsInSector (o) == true and CheckMercPtrsInActive(o) == true ) then + SetNewSituationMercPtrs( o ) + WearGasMaskIfAvailable( o ) + end + end + end + end +end + +-- UB Action + +-- BIGGENS BOMBS +if ActionID == 25 then + + if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then + + HavePersonAtGridnoStop( sGridNo ) + + -- Make Biggens run for cover and then detonate the explosives + TriggerNPCRecord( Profil.BIGGENS , 17 ) + + end + +end + +-- BIGGENS WARNING +if ActionID == 26 then + + if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then + + HavePersonAtGridnoStop( sGridNo ) + + -- Make Biggens run for cover and then detonate the explosives + TriggerNPCRecord( Profil.BIGGENS , 16 ) + + end + +end + +-- SEE FORTIFIED DOOR +if ActionID == 27 then + + HandleSeeingFortifiedDoor( sGridNo ) + +end + +-- OPEN FORTIFED DOOR +if ActionID == 28 then + + HandleSwitchToOpenFortifiedDoor( sGridNo ) + +end + +-- SEE POWER GEN FAN +if ActionID == 29 then + + -- if the player is in the power plant + if( gWorldSectorX == 13 and gWorldSectorY == 10 and gbWorldSectorZ == 0 ) then + + HandleSeeingPowerGenFan( sGridNo ) + + elseif( gWorldSectorX == 15 and gWorldSectorY == 12 and gbWorldSectorZ == 3 ) then + + -- The player is hitting the switch to launch the missles + HandlePlayerHittingSwitchToLaunchMissles() + end + +end + +end diff --git a/gamedir/Data-UB/Scripts/GameInit.lua b/gamedir/Data-UB/Scripts/GameInit.lua new file mode 100644 index 000000000..f7478fbf4 --- /dev/null +++ b/gamedir/Data-UB/Scripts/GameInit.lua @@ -0,0 +1,892 @@ +--[[ +http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua + +********************** +** Global variables ** +********************** + + - newDIFFICULTY_LEVEL (Start new game setting) + 1 = easy + 2 = experienced + 3 = expert + 4 = insane + + - newGAME_STYLE (Start new game setting) + 0 = realistic + 1 = sci fi + + - is_networked (Multiplayer) + 0 = no + 1 = yes + + - iniENABLE_CREPITUS (ja2_options.ini setting) + 0 = no + 1 = yes + + - iniSTARTING_CASH_NOVICE, iniSTARTING_CASH_EXPERIENCED, iniSTARTING_CASH_EXPERT, iniSTARTING_CASH_INSANE (ja2_options.ini setting) + Starting cash + + - iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE (ja2_options.ini setting) + true = yes + false = no + + - giHospitalTempBalance + set hospital balance + + - gbHospitalPriceModifier + set hospital modifier + + - giHospitalRefund + + +*************** +** Functions ** +*************** + + - AddAlternateSector, AddAltSector, AddAltSectorNew + add alternative sector + + - AddNPC or AddNPCtoSector + add NPC\EPC\RPC to sector + + - AddAltUnderGroundSector, AddAltUGSector or AddAltUGSectorNew + add alternative underground sector + + - SetNPCData1 ( ProfilID, value ) + set NPCData1 + + - GetStartingCashNovice() + get starting cash novice level + + - GetStartingCashExperienced() + get starting cash experienced level + + - GetStartingCashExpert() + get starting cash expert level + + - GetStartingCashInsane() + get starting cash insane level + + - GetWorldTotalMin() + get world time + + - AddTransactionToPlayersBook(ubCode, ubSecondCode, uiDate, iAmount) + add transaction to player + + - AddPreReadEmail (iMessageOffset, iMessageLength, ubSender) + iMessageOffset - record from email.edt + iMessageLength - record from email.edt + ubSender - uiIndex from SenderNameList.xml + + - AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID) + iMessageOffset - record from email.edt + iMessageLength - record from email.edt + ubSender - uiIndex from SenderNameList.xml + iCurrentIMPPosition - Default = -1, or the profile ID of the IMP + iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID + + - HireMerc (MercID) + hires the merc with the specified MercID + + +************** +** Examples ** +************** + + -- Add Fatima to sector + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + + -- Add Fatima to sector + AddNPC( { MercProfiles = 101 , sector = "A10-0" } ) + + -- Add Fatima to sector, only in a realistic game + if newGAME_STYLE == 0 then + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + end + + -- Add alternative sector, only when starting cash = 4000 and game style SciFi + if (iniSTARTING_CASH_NOVICE == 4000 and newGAME_STYLE == 1) then + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + end + + -- Add alternative sector, only realistic game + if newGAME_STYLE == 0 then + SectorA9 = { } + SectorA9.altSector = "A9" + AddAlternateSector(SectorA9) + end + + -- Add alternative sector + SectorA9 = { } + SectorA9.altSector = "A9" + AddAlternateSector(SectorA9) + + -- Add alternative underground sector + A10_b1 = { } + A10_b1.altSector = "A10-1" + AddAltUGSector(A10_b1) + + -- Add alternative underground sector + AddAltUGSector( { altSector = "A10-1" } ) + + -- Add Skyrider to sector + AddNPCtoSector(97,9,1,0) + + -- Add alternative sector C1 + AddAltSectorNew (3,1) + + -- Add alternative sector C1-3 + AddAltUGSectorNew(3,1,3) + + -- Hire Ivan + HireMerc(7) +]] + +-- Initialize the pseudo random number generator +math.randomseed( os.time() ); math.random(); math.random(); math.random() +-- http://lua-users.org/wiki/MathLibraryTutorial + + + +local MAX_EMAIL_LINES = 10 --max number of lines can be shown in a message +local MAX_MESSAGES_PAGE = 18 -- max number of messages per page + +--JA25: New emails +-- email # 1 +local EMAIL_STARTGAME = 0 +local EMAIL_STARTGAME_LENGTH = 8 + +-- email # 2 +local EMAIL_PILOTMISSING = (EMAIL_STARTGAME + EMAIL_STARTGAME_LENGTH) +local EMAIL_PILOTMISSING_LENGTH = 2 + +-- email # 3 +local EMAIL_MAKECONTACT = (EMAIL_PILOTMISSING + EMAIL_PILOTMISSING_LENGTH) +local EMAIL_MAKECONTACT_LENGTH = 3 + +-- email # 4 +local EMAIL_MANUEL = (EMAIL_MAKECONTACT + EMAIL_MAKECONTACT_LENGTH) +local EMAIL_MANUEL_LENGTH = 4 + +-- # email # 5 - only if Miguel is alive! +local EMAIL_MIGUELHELLO = (EMAIL_MANUEL + EMAIL_MANUEL_LENGTH) +local EMAIL_MIGUELHELLO_LENGTH = 3 + +-- email # 6 - player not advancing fast enough +local EMAIL_CONCERNED = (EMAIL_MIGUELHELLO + EMAIL_MIGUELHELLO_LENGTH) +local EMAIL_CONCERNED_LENGTH = 2 + +-- email # 7 - player still not advancing fast enough +local EMAIL_URGENT = (EMAIL_CONCERNED + EMAIL_CONCERNED_LENGTH) +local EMAIL_URGENT_LENGTH = 3 + +-- email # 8a - from Miguel +local EMAIL_MIGUELSORRY = (EMAIL_URGENT + EMAIL_URGENT_LENGTH) +local EMAIL_MIGUELSORRY_LENGTH = 3 + +-- email # 8b - from Miguel, mentioning Manuel +local EMAIL_MIGUELMANUEL = (EMAIL_MIGUELSORRY + EMAIL_MIGUELSORRY_LENGTH) +local EMAIL_MIGUELMANUEL_LENGTH = 4 + +-- email # 9 - Miguel sick +local EMAIL_MIGUELSICK = (EMAIL_MIGUELMANUEL + EMAIL_MIGUELMANUEL_LENGTH) +local EMAIL_MIGUELSICK_LENGTH = 3 + +-- email # 10a +local EMAIL_UNDERSTANDING = (EMAIL_MIGUELSICK + EMAIL_MIGUELSICK_LENGTH) +local EMAIL_UNDERSTANDING_LENGTH = 3 + +-- email # 10b - if we need extra cash +local EMAIL_EXTRACASH = (EMAIL_UNDERSTANDING + EMAIL_UNDERSTANDING_LENGTH) +local EMAIL_EXTRACASH_LENGTH = 4 + +-- email # 11 +local EMAIL_PILOTFOUND = (EMAIL_EXTRACASH + EMAIL_EXTRACASH_LENGTH) +local EMAIL_PILOTFOUND_LENGTH = 2 + +-- email # 12a - Miguel dead, Manuel never recruited +local EMAIL_CONGRATS = (EMAIL_PILOTFOUND + EMAIL_PILOTFOUND_LENGTH) +local EMAIL_CONGRATS_LENGTH = 4 + +-- email # 12b - Miguel alive, Manuel never recruited +local EMAIL_CONGRATSICK = (EMAIL_CONGRATS + EMAIL_CONGRATS_LENGTH) +local EMAIL_CONGRATSICK_LENGTH = 5 + +-- email # 12c - Miguel alive, Manuel dead +local EMAIL_CONGRATMIGMANUELDEAD = (EMAIL_CONGRATSICK + EMAIL_CONGRATSICK_LENGTH) +local EMAIL_CONGRATMIGMANUELDEAD_LENGTH = 6 + +-- email # 12d - Miguel alive, Manuel recruited and alive +local EMAIL_CONGRATMIGMANUELALIVE = (EMAIL_CONGRATMIGMANUELDEAD + EMAIL_CONGRATMIGMANUELDEAD_LENGTH) +local EMAIL_CONGRATMIGMANUELALIVE_LENGTH = 6 + +-- email # 12e - Miguel dead, Manuel dead +local EMAIL_CONGRATMANUELDEAD = (EMAIL_CONGRATMIGMANUELALIVE + EMAIL_CONGRATMIGMANUELALIVE_LENGTH) +local EMAIL_CONGRATMANUELDEAD_LENGTH = 5 + +-- email # 12f - Miguel dead, Manuel recruited and alive +local EMAIL_CONGRATMANUELALIVE = (EMAIL_CONGRATMANUELDEAD + EMAIL_CONGRATMANUELDEAD_LENGTH) +local EMAIL_CONGRATMANUELALIVE_LENGTH = 5 + +-- email # 13 - original AIM email +local EMAIL_AIMDISCOUNT = (EMAIL_CONGRATMANUELALIVE + EMAIL_CONGRATMANUELALIVE_LENGTH) +local EMAIL_AIMDISCOUNT_LENGTH = 7 + +local MANUEL_AT_HOME_NOT_USED = ( EMAIL_AIMDISCOUNT + EMAIL_AIMDISCOUNT_LENGTH ) +local MANUEL_AT_HOME_NOT_USED_LENGTH = 1 + +-- Email #14 Initial IMP email +local IMP_EMAIL_INTRO = (MANUEL_AT_HOME_NOT_USED + MANUEL_AT_HOME_NOT_USED_LENGTH ) +local IMP_EMAIL_INTRO_LENGTH = 10 + +-- Email #15 Imp follow up +local IMP_EMAIL_AGAIN = (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH) +local IMP_EMAIL_AGAIN_LENGTH = 5 + +-- Email #16 - ?? merc left-me-a-message-and-now-I'm-back emails +local AIM_REPLY_BARRY = ( IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH ) +local AIM_REPLY_LENGTH_BARRY = 2 + +local AIM_REPLY_MELTDOWN = (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY )) +local AIM_REPLY_LENGTH_MELTDOWN = AIM_REPLY_LENGTH_BARRY + +local AIM_REFUND = ( AIM_REPLY_MELTDOWN + AIM_REPLY_LENGTH_MELTDOWN ) +local AIM_REFUND_LENGTH = 3 + +local MERC_REFUND = ( AIM_REFUND + AIM_REFUND_LENGTH ) +local MERC_REFUND_LENGTH = 3 + +local EMAIL_AIM_PROMOTION_1 = ( MERC_REFUND + MERC_REFUND_LENGTH ) +local EMAIL_AIM_PROMOTION_1_LENGTH = 4 + +local EMAIL_MERC_PROMOTION_1 = ( EMAIL_AIM_PROMOTION_1 + EMAIL_AIM_PROMOTION_1_LENGTH ) +local EMAIL_MERC_PROMOTION_1_LENGTH = 5 + +local EMAIL_AIM_PROMOTION_2 = ( EMAIL_MERC_PROMOTION_1 + EMAIL_MERC_PROMOTION_1_LENGTH ) +local EMAIL_AIM_PROMOTION_2_LENGTH = 5 + +local IMP_EMAIL_PROFILE_RESULTS = ( EMAIL_AIM_PROMOTION_2 + EMAIL_AIM_PROMOTION_2_LENGTH ) +local IMP_EMAIL_PROFILE_RESULTS_LENGTH = 1 + + +local iStartingCash = 0 + +Fincances = +{ + ACCRUED_INTEREST = 0, + 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, +} + +Sender = +{ + MAIL_ENRICO = 0, + CHAR_PROFILE_SITE = 1, + GAME_HELP = 2, + IMP_PROFILE_RESULTS = 3, + SPECK_FROM_MERC = 4, + RIS_EMAIL = 5, + INSURANCE_COMPANY = 46, + BOBBY_R = 47, + KING_PIN = 48, + JOHN_KULBA = 49, + AIM_SITE = 50, +} + + Modifier = + { + HOSPITAL_UNSET = 0, + HOSPITAL_NORMAL = 1, + HOSPITAL_BREAK = 2, + HOSPITAL_COST = 3, + HOSPITAL_FREEBIE = 4, + HOSPITAL_RANDOM_FREEBIE = 5, +} + +SectorY = +{ + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} + +Profil = +{ + Manuel = 60, + Biggens = 61, + Kulba = 62, + Tex = 64, + JerryMilo = 76, + Morris = 75, +} + +Facts = +{ +FACT_IMPORTED_SAVE_AND_MARY_WAS_DEAD = 400, +FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE = 402, +} + +local DIF_LEVEL_EASY = 1 +local DIF_LEVEL_MEDIUM = 2 +local DIF_LEVEL_HARD = 3 +local DIF_LEVEL_INSANE = 4 + +ShopID = { + ARMS_DEALER_TONY = 0, + ARMS_DEALER_FRANZ = 1, + ARMS_DEALER_KEITH = 2, + ARMS_DEALER_JAKE = 3, + ARMS_DEALER_GABBY = 4, + ARMS_DEALER_HOWARD = 5, + ARMS_DEALER_SAM = 6, + ARMS_DEALER_FRANK = 7, + ARMS_DEALER_BAR_BRO_1 = 8, + ARMS_DEALER_BAR_BRO_2 = 9, + ARMS_DEALER_BAR_BRO_3 = 10, + ARMS_DEALER_BAR_BRO_4 = 11, + ARMS_DEALER_MICKY = 12, + ARMS_DEALER_ARNIE = 13, + ARMS_DEALER_FREDO = 14, + ARMS_DEALER_RAUL = 15, -- Raul UB + ARMS_DEALER_ELGIN = 16, + ARMS_DEALER_MANNY = 17, + ARMS_DEALER_BETTY = 18, -- Betty UB +} + +local function AddTexsVideosToBettysInventory() + GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales + GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East + GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel +end + +function InitStrategicLayer() + + InitialHeliCrash(iniINGAMEHELICRASH) + + if ( iniJERRY == true ) then + InitialProfile ( Profil.JerryMilo, iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, iniJERRYGRIDNO ) + end + + InitialJerryQuotes(iniJERRYQUOTES) + InitialLaptopQuest(iniLAPTOP_QUEST) + + InitialHeliGridNo1(iniINITIALHELIGRIDNO1) + InitialHeliGridNo2(iniINITIALHELIGRIDNO2) + InitialHeliGridNo3(iniINITIALHELIGRIDNO3) + InitialHeliGridNo4(iniINITIALHELIGRIDNO4) + InitialHeliGridNo5(iniINITIALHELIGRIDNO5) + InitialHeliGridNo6(iniINITIALHELIGRIDNO6) + InitialHeliGridNo7(iniINITIALHELIGRIDNO7) + + -- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini + SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y ) + + -- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini + InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION ) +end + + +function InitNPCs() +local ran +local ubNumAdmins = 0 +local ubNumTroops = 0 +local ubNumElites = 0 +local Test = false +local JohnKulbaText = true + +if ( RandomManuelText == true ) then + + -- Miguel is dead + Dead = math.random(1, 2) + if ( Dead == 1 ) then + SetFactTrue( 414 ) -- set fact + end + + -- Fatima or Pacos is dead + Dead = math.random(1, 2) + if ( Dead == 1 ) then + SetFactTrue( 415 ) -- set fact + end + + -- Carlos is dead + Dead = math.random(1, 2) + if ( Dead == 1 ) then + SetFactTrue( 416 ) -- set fact + end + + -- Ira is dead + Dead = math.random(1, 2) + if ( Dead == 1 ) then + SetFactTrue( 417 ) -- set fact + end + + -- Dimitri is dead + Dead = math.random(1, 2) + if ( Dead == 1 ) then + SetFactTrue( 418 ) -- set fact + end +end + +-- Random John or Tex +if ( enabledJohnAndTex == false) then + +ran = math.random(1, 2) + + if ( ran == 1 ) then + + if ( JohnKulbaText == true ) then + -- Mary is dead + MaryDead = math.random(1, 2) + if ( MaryDead == 1 ) then + SetFactTrue( Facts.FACT_IMPORTED_SAVE_AND_MARY_WAS_DEAD ) -- set fact + end + end + + --John is available + Ja25JohnKulbaIsInGame (true) + + --Tex is not available + SetFactFalse( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) + + Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I) + -- Randomly choose John's starting sector + if( math.random(1, 100 ) < 50 ) then + Ja25JohnKulbaInitialSectorX (10) + else + Ja25JohnKulbaInitialSectorX (11) + end + + else + --John is not available + Ja25JohnKulbaIsInGame (false) + + -- added video to Betty Shop + if ( Ja25CheckJohnKulbaIsInGame() == false ) then + AddTexsVideosToBettysInventory() + end + + --Tex is available + SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) + end + + +-- John and Tex in game +elseif ( enabledJohnAndTex == true) then + + if ( JohnKulbaText == true ) then + -- Mary is dead + MaryDead = math.random(1, 2) + if ( MaryDead == 1 ) then + SetFactTrue( Facts.FACT_IMPORTED_SAVE_AND_MARY_WAS_DEAD ) -- set fact + end + end + + --John is available + Ja25JohnKulbaIsInGame (true) + + Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I) + + --Randomly choose John's starting sector + if( math.random(1, 100 ) < 50 ) then + Ja25JohnKulbaInitialSectorX (10) + else + Ja25JohnKulbaInitialSectorX (11) + end + + -- added video to Betty Shop + AddTexsVideosToBettysInventory() + + --Tex is available + SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) + +end + +-- Added enemy to sector +if ( Test == false ) then + -- H7 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + end + SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites ) + + + -- H8 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 6 + math.random( 1, 4 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 13 + math.random( 1, 3 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 16 + math.random( 1, 6 ) + ubNumElites = 2 + math.random( 1,2 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 19 + math.random( 1, 9 ) + ubNumElites = 2 + math.random( 1, 2 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites ) + + + -- Guard Post + -- H9 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 5 ) + ubNumElites = 1 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 16 + math.random( 1, 4 ) + ubNumElites = 1 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 19 + math.random( 1, 4 ) + ubNumElites = 3 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 19 + math.random( 1, 6 ) + ubNumElites = 3 + math.random( 1, 2 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- H10 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 6 + math.random( 1, 5 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 9 + math.random( 1, 3 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 4 ) + ubNumElites = 2 + math.random( 1, 4 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 4 ) + ubNumElites = 2 + math.random( 1, 4 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- H11 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 6 + math.random( 1, 3 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 8 + math.random( 1, 3 ) + ubNumElites = 2 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 4 ) + ubNumElites = 4 + math.random( 1, 3 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 4 ) + ubNumElites = 2 + math.random( 1, 3 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites ) + + + -- I9 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 6 + math.random( 1, 5 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 9 + math.random( 1, 4 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 4 ) + ubNumElites = 2 + math.random( 1, 4 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 6 ) + ubNumElites = 2 + math.random( 1, 4 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- First part of town + -- I10 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 13 + math.random( 1, 6 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 16 + math.random( 1, 4 ) + ubNumElites = 1 + math.random( 1, 3 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 14 + math.random( 1, 4 ) + ubNumElites = 5 + math.random( 1, 3 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 4 ) + ubNumElites = 5 + math.random( 1, 3 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- Second part of town + -- I11 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 14 + math.random( 1, 7 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 16 + math.random( 1, 5 ) + ubNumElites = 2 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 14 + math.random( 1, 4 ) + ubNumElites = 5 + math.random( 1, 4 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 17 + math.random( 1, 4 ) + ubNumElites = 5 + math.random( 1, 4 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- I12 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 8 + math.random( 1, 6 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 12 + math.random( 1, 5 ) + ubNumElites = 2 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 12 + math.random( 1, 6 ) + ubNumElites = 3 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 6 ) + ubNumElites = 3 + math.random( 1, 2 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- Abandoned mine + -- I13 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 0 + ubNumElites = 0 + end + + SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- J11 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 6 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 3 ) + ubNumElites = 3 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 11 + math.random( 1, 5 ) + ubNumElites = 6 + math.random( 1, 3 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 20 + math.random( 1, 5 ) + ubNumElites = 6 + math.random( 1, 3 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- J12 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 12 + math.random( 1, 4 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 10 + math.random( 1, 4 ) + ubNumElites = 1 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 11 + math.random( 1, 3 ) + ubNumElites = 3 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 21 + math.random( 1, 3 ) + ubNumElites = 3 + math.random( 1, 2 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- Power Generator, Ground Level + -- J13 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 15 + math.random( 1, 6 ) + ubNumElites = 1 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 16 + math.random( 1, 5 ) + ubNumElites = 5 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 18 + math.random( 1, 4 ) + ubNumElites = 6 + math.random( 1, 3 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 18 + math.random( 1, 4 ) + ubNumElites = 7 + math.random( 1, 3 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites ) + + -- Complex, Ground Level + -- K15 + if ( difficultyLevel == DIF_LEVEL_EASY ) then + ubNumAdmins = 0 + ubNumTroops = 14 + math.random( 1, 5 ) + ubNumElites = 0 + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + ubNumAdmins = 0 + ubNumTroops = 18 + math.random( 1, 3 ) + ubNumElites = 4 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + ubNumAdmins = 0 + ubNumTroops = 17 + math.random( 1, 3 ) + ubNumElites = 8 + math.random( 1, 2 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + ubNumAdmins = 0 + ubNumTroops = 17 + math.random( 1, 3 ) + ubNumElites = 8 + math.random( 1, 2 ) + end + + SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites ) +end + + -- init hospital variables + HospitalTempBalance( 0 ) + HospitalRefund( 0 ) + HospitalPriceModifier( Modifier.HOSPITAL_UNSET ) + +end + +function InitNewGame() + + if ( is_networked == 0 ) then + + --Add the initial email from enrico + AddEmail( EMAIL_STARTGAME, EMAIL_STARTGAME_LENGTH, Sender.MAIL_ENRICO, -1 , -1 ) + + --Add the initial email from AIM + AddEmail( EMAIL_AIMDISCOUNT, EMAIL_AIMDISCOUNT_LENGTH, Sender.AIM_SITE, -1 , -1 ) + + AddEmail(IMP_EMAIL_INTRO,IMP_EMAIL_INTRO_LENGTH,Sender.CHAR_PROFILE_SITE, -1 , -1 ) + + end + + if ( difficultyLevel == DIF_LEVEL_EASY ) then + iStartingCash = GetStartingCashNovice() + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + iStartingCash = GetStartingCashExperienced() + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + iStartingCash = GetStartingCashExpert() + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + iStartingCash = GetStartingCashInsane() + end + + AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ) + +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/HourlyUpdate.lua b/gamedir/Data-UB/Scripts/HourlyUpdate.lua new file mode 100644 index 000000000..b5de355ec --- /dev/null +++ b/gamedir/Data-UB/Scripts/HourlyUpdate.lua @@ -0,0 +1,61 @@ +Facts = { + FACT_BROTHEL_OPEN = 251, + FACT_MUSEUM_OPEN = 250, + FACT_CLUB_OPEN = 252, + FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED = 107, +} + +local p = 0 + +function HourlyQuestUpdate() + +-- JA2 +--[[ + if (cHour >= 4 or cHour < 20) then + SetFactFalse( Facts.FACT_BROTHEL_OPEN ) + else + SetFactTrue( Facts.FACT_BROTHEL_OPEN ) + end + + +-- bar/nightclub + if ( cHour > 15 or cHour < 2) then + + SetFactTrue( Facts.FACT_CLUB_OPEN ) + SetFactFalse( Facts.FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED ) + + -- reset boxes fought + for i = 0,3 do + -- set false + gfBoxerFought(i,false) + end + + -- 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! + gfBoxersResting = false + gubBoxersRests = gubBoxersRests + 1 + + p = gubBoxingMatchesWon / 3 + + elseif ( p > gubBoxersRests ) then + -- time for the boxers to rest! + gfBoxersResting = true + end + + + else + SetFactFalse( Facts.FACT_CLUB_OPEN ) + end + +-- museum +if ( cHour >= 9 or cHour < 18 ) then + SetFactTrue( Facts.FACT_MUSEUM_OPEN ) +else + SetFactFalse( Facts.FACT_MUSEUM_OPEN ) +end +]] +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/InitStrategicLayer.lua b/gamedir/Data-UB/Scripts/InitStrategicLayer.lua new file mode 100644 index 000000000..e435f00ba --- /dev/null +++ b/gamedir/Data-UB/Scripts/InitStrategicLayer.lua @@ -0,0 +1,21 @@ +-- SetNumberOfJa25BloodCatsInSector ( SectorX, SectorY, bNumBloodCats, bNumBloodCatPlacements ) + +local DIF_LEVEL_EASY = 1 +local DIF_LEVEL_MEDIUM = 2 +local DIF_LEVEL_HARD = 3 +local DIF_LEVEL_INSANE = 4 + +function InitStrategicLayer () + + -- I10 BloodCats + if ( difficultyLevel == DIF_LEVEL_EASY ) then + SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 ) + elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 ) + elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 ) + elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 ) + end + +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/InterfaceDialogue.lua b/gamedir/Data-UB/Scripts/InterfaceDialogue.lua new file mode 100644 index 000000000..ae538dc5e --- /dev/null +++ b/gamedir/Data-UB/Scripts/InterfaceDialogue.lua @@ -0,0 +1,100 @@ +Profil = { +CARMEN = 78, +MARIA = 88, +JOEY = 90, +SKYRIDER = 97, +JOHN = 118, +MARY = 119, +} + + + +Group = { +NON_CIV_GROUP = 0, +REBEL_CIV_GROUP = 1, +KINGPIN_CIV_GROUP = 2, +SANMONA_ARMS_GROUP = 3, +ANGELS_GROUP = 4, +BEGGARS_CIV_GROUP = 5, +TOURISTS_CIV_GROUP = 6, +ALMA_MILITARY_CIV_GROUP = 7, +DOCTORS_CIV_GROUP = 8, +COUPLE1_CIV_GROUP = 9, +HICKS_CIV_GROUP = 10, +WARDEN_CIV_GROUP = 11, +JUNKYARD_CIV_GROUP = 12, +FACTORY_KIDS_GROUP = 13, +QUEENS_CIV_GROUP = 14, +} + +StatusGroup = { + + CIV_GROUP_NEUTRAL = 0, + CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1, + CIV_GROUP_WILL_BECOME_HOSTILE = 2, + CIV_GROUP_HOSTILE = 3, +} + +qStatus = { +QUESTNOTSTARTED =0, +QUESTINPROGRESS = 1, +QUESTDONE = 2, +} + +Quests = { + QUEST_DELIVER_LETTER = 0, + QUEST_FOOD_ROUTE = 1, + QUEST_KILL_TERRORISTS = 2, + QUEST_KINGPIN_IDOL = 3, + QUEST_KINGPIN_MONEY = 4, + QUEST_RUNAWAY_JOEY = 5, + QUEST_RESCUE_MARIA = 6, + QUEST_CHITZENA_IDOL = 7, + QUEST_HELD_IN_ALMA = 8, + QUEST_INTERROGATION = 9, + QUEST_ARMY_FARM = 10, + QUEST_FIND_SCIENTIST = 11, + QUEST_DELIVER_VIDEO_CAMERA = 12, + QUEST_BLOODCATS = 13, + QUEST_FIND_HERMIT = 14, + QUEST_CREATURES = 15, + QUEST_CHOPPER_PILOT = 16, + QUEST_ESCORT_SKYRIDER = 17, + QUEST_FREE_DYNAMO = 18, + QUEST_ESCORT_TOURISTS = 19, + QUEST_FREE_CHILDREN = 20, + QUEST_LEATHER_SHOP_DREAM = 21, + QUEST_KILL_DEIDRANNA = 25, +} + +SectorY = { + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} + +Facts = +{ + FACT_SKYRIDER_EVER_ESCORTED = 269, +} + +function HandleStuffForNPCEscorted( ubNPC ) +-- UB: Nothing to do here! +end + +function CarmenLeavesSectorCallback() +-- UB: Nothing to do here! +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/MakeMapsOnHardDrive.lua b/gamedir/Data-UB/Scripts/MakeMapsOnHardDrive.lua new file mode 100644 index 000000000..ae8614dc8 --- /dev/null +++ b/gamedir/Data-UB/Scripts/MakeMapsOnHardDrive.lua @@ -0,0 +1,40 @@ +SectorY = { + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} +--[[ +Przyklad : +function MakeBadSectorListFromMapsOnHardDrive () + + -- O15_b1 + if ( FindUnderGroundSector ( 15, SectorY.MAP_ROW_O , 1 ) == true and FindUnderGroundSectorVisited ( 15, SectorY.MAP_ROW_O , 1 ) == false ) then + AddEnemyToUnderGroundSector (15,SectorY.MAP_ROW_O ,1,0,32,0) + end + + -- O14_b1 + if ( FindUnderGroundSector ( 15, SectorY.MAP_ROW_P, 1 ) == true and FindUnderGroundSectorVisited ( 15, SectorY.MAP_ROW_P , 1 ) == false ) then + AddEnemyToUnderGroundSector (15 ,SectorY.MAP_ROW_P, 1 ,0 ,32, 0) + end + +end +]] +function MakeBadSectorListFromMapsOnHardDrive () + + + +end + \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/Overhead.lua b/gamedir/Data-UB/Scripts/Overhead.lua new file mode 100644 index 000000000..3b52e1de2 --- /dev/null +++ b/gamedir/Data-UB/Scripts/Overhead.lua @@ -0,0 +1,326 @@ +local NPC_TALK_RADIUS = 4 +local sDesiredMercDist +local NO_PROFILE = 200 + +Facts = +{ + FACT_SKYRIDER_CLOSE_TO_CHOPPER = 43, + FACT_MARIA_ESCORTED_AT_LEATHER_SHOP = 117, + FACT_JOEY_NEAR_MARTHA = 110, + FACT_JOHN_ALIVE = 190, + FACT_MARY_OR_JOHN_ARRIVED = 192, + FACT_MARY_ALIVE = 187, + FACT_FIRST_ROBOT_DESTROYED = 203, + FACT_ROBOT_READY_SECOND_TIME = 205, + FACT_SECOND_ROBOT_DESTROYED = 206, +} + +Attitude = +{ + DEFENSIVE = 0, + BRAVESOLO = 1, + BRAVEAID = 2, + CUNNINGSOLO = 3, + CUNNINGAID = 4, + AGGRESSIVE = 5, + MAXATTITUDES = 6, + ATTACKSLAYONLY = 7, +} + +Quests = +{ + QUEST_DELIVER_LETTER = 0, + QUEST_FOOD_ROUTE = 1, + QUEST_KILL_TERRORISTS = 2, + QUEST_KINGPIN_IDOL = 3, + QUEST_KINGPIN_MONEY = 4, + QUEST_RUNAWAY_JOEY = 5, + QUEST_RESCUE_MARIA = 6, + QUEST_CHITZENA_IDOL = 7, + QUEST_HELD_IN_ALMA = 8, + QUEST_INTERROGATION = 9, + QUEST_ARMY_FARM = 10, + QUEST_FIND_SCIENTIST = 11, + QUEST_DELIVER_VIDEO_CAMERA = 12, + QUEST_BLOODCATS = 13, + QUEST_FIND_HERMIT = 14, + QUEST_CREATURES = 15, + QUEST_CHOPPER_PILOT = 16, + QUEST_ESCORT_SKYRIDER = 17, + QUEST_FREE_DYNAMO = 18, + QUEST_ESCORT_TOURISTS = 19, + QUEST_FREE_CHILDREN = 20, + QUEST_LEATHER_SHOP_DREAM = 21, + QUEST_KILL_DEIDRANNA = 25, +} + +Profil = +{ + MIGUEL = 57, + CARLOS = 58, + IRA = 59, + DIMITRI = 60, + SLAY = 64, + DYNAMO = 66, + SHANK = 67, + CARMEN = 78, + MARIA = 88, + ANGEL = 89, + JOEY = 90, + SKYRIDER = 97, + JOHN = 118, + MARY = 119, + JIM = 140, + JACK = 141, + OLAF = 142, + RAY = 143, + OLGA = 144, + TYRONE = 145, + MADLAB = 146, +} + +What = +{ + MERC_TYPE__PLAYER_CHARACTER = 0, + MERC_TYPE__AIM_MERC = 1, + MERC_TYPE__MERC = 2, + MERC_TYPE__NPC = 3, + MERC_TYPE__EPC = 4, + MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT = 5, + MERC_TYPE__VEHICLE = 6, +} + +Team = +{ + OUR_TEAM = 0, + ENEMY_TEAM = 1, + CREATURE_TEAM = 2, + MILITIA_TEAM = 3, + CIV_TEAM = 4, +} + +pQuest = +{ + QUESTNOTSTARTED = 0, + QUESTINPROGRESS = 1, + QUESTDONE = 2, +} + +Group = +{ + NON_CIV_GROUP = 0, + REBEL_CIV_GROUP = 1, + KINGPIN_CIV_GROUP = 2, + SANMONA_ARMS_GROUP = 3, + ANGELS_GROUP = 4, + BEGGARS_CIV_GROUP = 5, + TOURISTS_CIV_GROUP = 6, + ALMA_MILITARY_CIV_GROUP = 7, + DOCTORS_CIV_GROUP = 8, + COUPLE1_CIV_GROUP = 9, + HICKS_CIV_GROUP = 10, + WARDEN_CIV_GROUP = 11, + JUNKYARD_CIV_GROUP = 12, + FACTORY_KIDS_GROUP = 13, + QUEENS_CIV_GROUP = 14, +} + +Status = +{ + CIV_GROUP_NEUTRAL = 0, + CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1, + CIV_GROUP_WILL_BECOME_HOSTILE = 2, + CIV_GROUP_HOSTILE = 3, +} + +SectorY = +{ + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} + +-- JA2 Remove + +--[[ +-- local function +local function HandleJohnArrival( ID ) + + local ID2 = nil + local sDist + + if ( not ID ) then + ID = FindSoldierByProfileID (Profil.JOHN) + if ( not ID ) then + return + end + end + + if ( PythSpacesAway( ID,8228) < 40 ) then + + if ( CheckFact( Facts.FACT_MARY_ALIVE, 0 ) == true ) then + ID2 = FindSoldierByProfileID( Profil.MARY ) + if ( ID2 ) then + if ( PythSpacesAway( ID, GetNPCGridNo(ID2) ) > 8 ) then + -- Too far away! + return + end + end + end + + SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED ) + ActionStopMerc(ID) + + -- If Mary is alive/dead + if ( ID2 ) then + ActionStopMerc(ID2) + TriggerNPCRecord( ID, 13 ) + else + TriggerNPCRecord( ID, 12 ) + end + + end + +end +-- end local function + +-- local function +local function HandleMaryArrival( ID ) + + local sDist + + if ( not ID ) then + ID = FindSoldierByProfileID (Profil.MARY) + if ( not ID ) then + return + end + end + + if ( CheckFact( Facts.FACT_JOHN_ALIVE,0) == true ) then + return + --new requirements: player close by + elseif ( PythSpacesAway( ID,8228) < 40 ) then + + if ( not TileIsOutOfBounds ( ClosestPC( ID, sDist )) and sDist > NPC_TALK_RADIUS * 2 ) then + --too far away + return + end + + SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED ) + ActionStopMerc(ID) + TriggerNPCRecord( ID, 13 ) + end + +end +]] +-- end local function + +function HandleAtNewGridNo( ProfileId ) + +-- Ja2 Remove +--[[ + TeamSoldier = FindSoldierTeam (ProfileId) + if ( TeamSoldier == Team.OUR_TEAM ) then -- Team + + if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC + + -- Skyrider + if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then + ActionStopMerc(Profil.SKYRIDER) + SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER ) + TriggerNPCRecord( Profil.SKYRIDER, 15 ) + SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER ) + + elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then + + -- Mary + if ( ProfileId == Profil.MARY ) then + HandleMaryArrival( Profil.MARY ) + -- John + elseif ( ProfileId == Profil.JOHN ) then + HandleJohnArrival( Profil.JOHN ) + end + + -- Maria + elseif ( ProfileId == Profil.MARIA and CheckNPCSectorBool( Profil.MARIA, 6, SectorY.MAP_ROW_C, 0) == true and CheckFact(Facts.FACT_MARIA_ESCORTED_AT_LEATHER_SHOP,Profil.MARIA) == true ) then + + if ( NPCInRoom( Profil.ANGEL, 2 ) == true ) then + TriggerNPCRecord( Profil.ANGEL, 12 ) + end + + -- Joey + elseif ( ProfileId == Profil.JOEY and CheckNPCSectorBool( Profil.JOEY, 8, SectorY.MAP_ROW_G, 0) == true and CheckFact(Facts.FACT_JOEY_NEAR_MARTHA,0) == true ) then + ActionStopMerc(Profil.JOEY) + TriggerNPCRecord( Profil.JOEY, 9 ) + end + + -- 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 + HandleJohnArrival( nil ) + else + HandleMaryArrival( nil ) + end + + elseif ( TeamSoldier == Team.CIV_TEAM and ProfileId ~= NO_PROFILE and CheckSoldierNeutral( ProfileId ) == true ) then + + if ( ProfileId == Profil.JIM or ProfileId == Profil.JACK or ProfileId == Profil.OLAF or ProfileId == Profil.RAY or ProfileId == Profil.OLGA or ProfileId == Profil.TYRONE ) then + + if ( not TileIsOutOfBounds( ClosestPC( ProfileId, sDesiredMercDist )) ) then + if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) then + CancelAIAction ( ProfileId ) + AddToShouldBecomeHostileOrSayQuoteList( GetPlayerMercID(ProfileId) ) + end + end + end + + end -- End what EPC + end -- End team +]] +end + + +function HandlePlayerTeamMemberDeath( ProfileId ) +local cnt +local iLoop +local pTeamSoldier + + +-- JA2 Remove +--[[ + +-- handle stuff for Carmen if Slay is killed + + if ( ProfileId == Profil.SLAY ) then + pTeamSoldier = FindSoldierByProfileID( Profil.CARMEN ) + + if ( CheckSoldierAttitude ( pTeamSoldier ) == Attitude.ATTACKSLAYONLY and not TileIsOutOfBounds(ClosestPC( pTeamSoldier, nil )) ) then + -- Carmen now becomes friendly again + TriggerNPCRecord( Profil.CARMEN, 29 ) + end + + elseif ( ProfileId == Profil.ROBOT ) then + + if ( CheckFact( Facts.FACT_FIRST_ROBOT_DESTROYED,0 ) == false ) then + SetFactTrue( Facts.FACT_FIRST_ROBOT_DESTROYED ) + SetFactFalse( Facts.FACT_ROBOT_READY ) + else + SetFactTrue( Facts.FACT_SECOND_ROBOT_DESTROYED ) + end + end +]] +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/StrategicEventHandler.lua b/gamedir/Data-UB/Scripts/StrategicEventHandler.lua new file mode 100644 index 000000000..a81037431 --- /dev/null +++ b/gamedir/Data-UB/Scripts/StrategicEventHandler.lua @@ -0,0 +1,632 @@ +math.randomseed( os.time() ); math.random(); math.random(); math.random() + +local MAX_EMAIL_LINES = 10 -- Max number of lines can be shown in a message +local MAX_MESSAGES_PAGE = 18 -- Max number of messages per page + +local IMP_EMAIL_INTRO = 0 +local IMP_EMAIL_INTRO_LENGTH = 10 +local ENRICO_CONGRATS = (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH) +local ENRICO_CONGRATS_LENGTH = 3 +local IMP_EMAIL_AGAIN = (ENRICO_CONGRATS + ENRICO_CONGRATS_LENGTH) +local IMP_EMAIL_AGAIN_LENGTH = 6 +local MERC_INTRO = (IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH) +local MERC_INTRO_LENGTH = 5 +local MERC_NEW_SITE_ADDRESS = ( MERC_INTRO + MERC_INTRO_LENGTH ) +local MERC_NEW_SITE_ADDRESS_LENGTH = 2 +local AIM_MEDICAL_DEPOSIT_REFUND = ( MERC_NEW_SITE_ADDRESS + MERC_NEW_SITE_ADDRESS_LENGTH ) +local AIM_MEDICAL_DEPOSIT_REFUND_LENGTH = 3 +local IMP_EMAIL_PROFILE_RESULTS = ( AIM_MEDICAL_DEPOSIT_REFUND + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH ) +local IMP_EMAIL_PROFILE_RESULTS_LENGTH = 1 +local MERC_WARNING = ( IMP_EMAIL_PROFILE_RESULTS_LENGTH + IMP_EMAIL_PROFILE_RESULTS ) +local MERC_WARNING_LENGTH = 2 +local MERC_INVALID = ( MERC_WARNING + MERC_WARNING_LENGTH ) +local MERC_INVALID_LENGTH = 2 +local NEW_MERCS_AT_MERC = ( MERC_INVALID + MERC_INVALID_LENGTH ) +local NEW_MERCS_AT_MERC_LENGTH = 2 +local MERC_FIRST_WARNING = ( NEW_MERCS_AT_MERC + NEW_MERCS_AT_MERC_LENGTH ) +local MERC_FIRST_WARNING_LENGTH = 2 + +-- merc up a level emails +local MERC_UP_LEVEL_BIFF = ( MERC_FIRST_WARNING + MERC_FIRST_WARNING_LENGTH ) +local MERC_UP_LEVEL_LENGTH_BIFF = 2 +local MERC_UP_LEVEL_HAYWIRE = ( MERC_UP_LEVEL_LENGTH_BIFF + MERC_UP_LEVEL_BIFF ) +local MERC_UP_LEVEL_LENGTH_HAYWIRE = 2 +local MERC_UP_LEVEL_GASKET = ( MERC_UP_LEVEL_LENGTH_HAYWIRE + MERC_UP_LEVEL_HAYWIRE ) +local MERC_UP_LEVEL_LENGTH_GASKET = 2 +local MERC_UP_LEVEL_RAZOR = ( MERC_UP_LEVEL_LENGTH_GASKET + MERC_UP_LEVEL_GASKET ) +local MERC_UP_LEVEL_LENGTH_RAZOR = 2 +local MERC_UP_LEVEL_FLO = ( MERC_UP_LEVEL_LENGTH_RAZOR + MERC_UP_LEVEL_RAZOR ) +local MERC_UP_LEVEL_LENGTH_FLO = 2 +local MERC_UP_LEVEL_GUMPY = ( MERC_UP_LEVEL_LENGTH_FLO + MERC_UP_LEVEL_FLO ) +local MERC_UP_LEVEL_LENGTH_GUMPY = 2 +local MERC_UP_LEVEL_LARRY = ( MERC_UP_LEVEL_LENGTH_GUMPY + MERC_UP_LEVEL_GUMPY ) +local MERC_UP_LEVEL_LENGTH_LARRY = 2 +local MERC_UP_LEVEL_COUGAR = ( MERC_UP_LEVEL_LENGTH_LARRY + MERC_UP_LEVEL_LARRY ) +local MERC_UP_LEVEL_LENGTH_COUGAR = 2 +local MERC_UP_LEVEL_NUMB = ( MERC_UP_LEVEL_LENGTH_COUGAR + MERC_UP_LEVEL_COUGAR ) +local MERC_UP_LEVEL_LENGTH_NUMB = 2 +local MERC_UP_LEVEL_BUBBA = ( MERC_UP_LEVEL_LENGTH_NUMB + MERC_UP_LEVEL_NUMB ) +local MERC_UP_LEVEL_LENGTH_BUBBA = 2 + +-- Merc left-me-a-message-and-now-I'm-back emails +local AIM_REPLY_BARRY = ( MERC_UP_LEVEL_LENGTH_BUBBA + MERC_UP_LEVEL_BUBBA ) +local AIM_REPLY_LENGTH_BARRY = 2 +local AIM_REPLY_MELTDOWN = (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY )) +local AIM_REPLY_LENGTH_MELTDOWN = AIM_REPLY_LENGTH_BARRY + +-- Old EXISTING emails when player starts game. They must look "read" +local OLD_ENRICO_1 = ( AIM_REPLY_LENGTH_MELTDOWN + AIM_REPLY_MELTDOWN ) +local OLD_ENRICO_1_LENGTH = 3 +local OLD_ENRICO_2 = ( OLD_ENRICO_1 + OLD_ENRICO_1_LENGTH ) +local OLD_ENRICO_2_LENGTH = 3 +local RIS_REPORT = ( OLD_ENRICO_2 + OLD_ENRICO_2_LENGTH ) +local RIS_REPORT_LENGTH = 2 +local OLD_ENRICO_3 = ( RIS_REPORT + RIS_REPORT_LENGTH ) +local OLD_ENRICO_3_LENGTH = 3 + +-- Emails that occur from Enrico once player accomplishes things +local ENRICO_MIGUEL = ( OLD_ENRICO_3 + OLD_ENRICO_3_LENGTH ) +local ENRICO_MIGUEL_LENGTH = 3 +local ENRICO_PROG_20 = ( ENRICO_MIGUEL + ENRICO_MIGUEL_LENGTH ) +local ENRICO_PROG_20_LENGTH = 3 +local ENRICO_PROG_55 = ( ENRICO_PROG_20 + ENRICO_PROG_20_LENGTH ) +local ENRICO_PROG_55_LENGTH = 3 +local ENRICO_PROG_80 = ( ENRICO_PROG_55 + ENRICO_PROG_55_LENGTH ) +local ENRICO_PROG_80_LENGTH = 3 +local ENRICO_SETBACK = ( ENRICO_PROG_80 + ENRICO_PROG_80_LENGTH ) +local ENRICO_SETBACK_LENGTH = 3 +local ENRICO_SETBACK_2 = ( ENRICO_SETBACK + ENRICO_SETBACK_LENGTH ) +local ENRICO_SETBACK_2_LENGTH = 3 +local ENRICO_CREATURES = ( ENRICO_SETBACK_2 + ENRICO_SETBACK_2_LENGTH ) +local ENRICO_CREATURES_LENGTH = 3 + +-- Insurance company emails +local INSUR_PAYMENT = ( ENRICO_CREATURES + ENRICO_CREATURES_LENGTH ) +local INSUR_PAYMENT_LENGTH = 3 +local INSUR_SUSPIC = ( INSUR_PAYMENT + INSUR_PAYMENT_LENGTH ) +local INSUR_SUSPIC_LENGTH = 3 +local INSUR_INVEST_OVER = ( INSUR_SUSPIC + INSUR_SUSPIC_LENGTH ) +local INSUR_INVEST_OVER_LENGTH = 3 +local INSUR_SUSPIC_2 = ( INSUR_INVEST_OVER + INSUR_INVEST_OVER_LENGTH ) +local INSUR_SUSPIC_2_LENGTH = 3 + +local BOBBYR_NOW_OPEN = ( INSUR_SUSPIC_2 + INSUR_SUSPIC_2_LENGTH ) +local BOBBYR_NOW_OPEN_LENGTH = 3 + +local KING_PIN_LETTER = ( BOBBYR_NOW_OPEN + BOBBYR_NOW_OPEN_LENGTH ) +local KING_PIN_LETTER_LENGTH = 4 + +local LACK_PLAYER_PROGRESS_1 = ( KING_PIN_LETTER + KING_PIN_LETTER_LENGTH ) +local LACK_PLAYER_PROGRESS_1_LENGTH = 3 + +local LACK_PLAYER_PROGRESS_2 = ( LACK_PLAYER_PROGRESS_1 + LACK_PLAYER_PROGRESS_1_LENGTH ) +local LACK_PLAYER_PROGRESS_2_LENGTH = 3 + +local LACK_PLAYER_PROGRESS_3 = ( LACK_PLAYER_PROGRESS_2 + LACK_PLAYER_PROGRESS_2_LENGTH ) +local LACK_PLAYER_PROGRESS_3_LENGTH = 3 + +-- A package from bobby r has arrived in Drassen +local BOBBYR_SHIPMENT_ARRIVED = ( LACK_PLAYER_PROGRESS_3 + LACK_PLAYER_PROGRESS_3_LENGTH ) +local BOBBYR_SHIPMENT_ARRIVED_LENGTH = 4 + +-- John Kulba has left the gifts for theplayers in drassen +local JOHN_KULBA_GIFT_IN_DRASSEN = ( BOBBYR_SHIPMENT_ARRIVED + BOBBYR_SHIPMENT_ARRIVED_LENGTH ) +local JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH = 4 + +-- When a merc dies on ANOTHER assignment ( ie not with the player ) +local MERC_DIED_ON_OTHER_ASSIGNMENT = ( JOHN_KULBA_GIFT_IN_DRASSEN + JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH ) +local MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH = 5 + +local INSUR_1HOUR_FRAUD = ( MERC_DIED_ON_OTHER_ASSIGNMENT + MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH ) +local INSUR_1HOUR_FRAUD_LENGTH = 3 + +-- When a merc is fired, and is injured +local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND = ( INSUR_1HOUR_FRAUD + INSUR_1HOUR_FRAUD_LENGTH ) +local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH = 3 + +-- When a merc is fired, and is dead +local AIM_MEDICAL_DEPOSIT_NO_REFUND = ( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND + AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH ) +local AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH = 3 + +local BOBBY_R_MEDUNA_SHIPMENT = ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH ) +local BOBBY_R_MEDUNA_SHIPMENT_LENGTH = 4 + +History = +{ + HISTORY_ENTERED_HISTORY_MODE = 0, + HISTORY_HIRED_MERC_FROM_AIM = 1, + HISTORY_HIRED_MERC_FROM_MERC = 2, + HISTORY_MERC_KILLED = 3, + HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4, + HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5, + HISTORY_CHARACTER_GENERATED = 6, + HISTORY_PURCHASED_INSURANCE = 7, + HISTORY_CANCELLED_INSURANCE = 8, + HISTORY_INSURANCE_CLAIM_PAYOUT = 9, + HISTORY_EXTENDED_CONTRACT_1_DAY = 10, + HISTORY_EXTENDED_CONTRACT_1_WEEK = 11, + HISTORY_EXTENDED_CONTRACT_2_WEEK = 12, + HISTORY_MERC_FIRED = 13, + HISTORY_MERC_QUIT = 14, + HISTORY_QUEST_STARTED = 15, + HISTORY_QUEST_FINISHED = 16, + HISTORY_TALKED_TO_MINER = 17, + HISTORY_LIBERATED_TOWN = 18, + HISTORY_CHEAT_ENABLED = 19, + HISTORY_TALKED_TO_FATHER_WALKER = 20, + HISTORY_MERC_MARRIED_OFF = 21, + HISTORY_MERC_CONTRACT_EXPIRED = 22, + HISTORY_RPC_JOINED_TEAM = 23, + HISTORY_ENRICO_COMPLAINED = 24, + HISTORY_WONBATTLE = 25, + HISTORY_MINE_RUNNING_OUT = 26, + HISTORY_MINE_RAN_OUT = 27, + HISTORY_MINE_SHUTDOWN = 28, + HISTORY_MINE_REOPENED = 29, + HISTORY_DISCOVERED_TIXA = 30, + HISTORY_DISCOVERED_ORTA = 31, + HISTORY_GOT_ROCKET_RIFLES = 32, + HISTORY_DEIDRANNA_DEAD_BODIES = 33, + HISTORY_BOXING_MATCHES = 34, + HISTORY_SOMETHING_IN_MINES = 35, + HISTORY_DEVIN = 36, + HISTORY_MIKE = 37, + HISTORY_TONY = 38, + HISTORY_KROTT = 39, + HISTORY_KYLE = 40, + HISTORY_MADLAB = 41, + HISTORY_GABBY = 42, + HISTORY_KEITH_OUT_OF_BUSINESS = 43, + HISTORY_HOWARD_CYANIDE = 44, + HISTORY_KEITH = 45, + HISTORY_HOWARD = 46, + HISTORY_PERKO = 47, + HISTORY_SAM = 48, + HISTORY_FRANZ = 49, + HISTORY_ARNOLD = 50, + HISTORY_FREDO = 51, + HISTORY_RICHGUY_BALIME = 52, + HISTORY_JAKE = 53, + HISTORY_BUM_KEYCARD = 54, + HISTORY_WALTER = 55, + HISTORY_DAVE = 56, + HISTORY_PABLO = 57, + HISTORY_KINGPIN_MONEY = 58, + HISTORY_WON_BOXING = 59, + HISTORY_LOST_BOXING = 60, + HISTORY_DISQUALIFIED_BOXING = 61, + HISTORY_FOUND_MONEY = 62, + HISTORY_ASSASSIN = 63, + HISTORY_LOSTTOWNSECTOR = 64, + HISTORY_DEFENDEDTOWNSECTOR = 65, + HISTORY_LOSTBATTLE = 66, + HISTORY_FATALAMBUSH = 67, + HISTORY_WIPEDOUTENEMYAMBUSH = 68, + HISTORY_UNSUCCESSFULATTACK = 69, + HISTORY_SUCCESSFULATTACK = 70, + HISTORY_CREATURESATTACKED = 71, + HISTORY_KILLEDBYBLOODCATS = 72, + HISTORY_SLAUGHTEREDBLOODCATS = 73, + HISTORY_NPC_KILLED = 74, + HISTORY_GAVE_CARMEN_HEAD = 75, + HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76, + HISTORY_MERC_KILLED_CHARACTER = 77, +} + +Sender = +{ + MAIL_ENRICO = 0, + CHAR_PROFILE_SITE = 1, + GAME_HELP = 2, + IMP_PROFILE_RESULTS = 3, + SPECK_FROM_MERC = 4, + RIS_EMAIL = 5, + BARRY_MAIL = 6, + BOBBY_R = 7, + KING_PIN = 8, + JOHN_KULBA = 9, + AIM_SITE = 10, +} + +Items = +{ + MONEY = 219, + SW38 = 5, + STUN_GRENADE = 131, + DESERTEAGLE = 7, + GASMASK = 213, +} + +Profil = +{ + FATHER = 100, + HAMOUS = 63, + PROF_ICECREAM = 162, + RAT = 81, + VINCE = 69, + STEVE = 80, + JENNY = 132, + DARREN = 87, + TONY = 91, + DEVIN = 61, + CARMEN = 78, + SAL = 99, + PABLO = 98, + SPIKE = 93, + ROBOT = 62, + JOEY = 90, + MADLAB = 146, + CONRAD = 70, + KINGPIN = 86, + MADAME = 107, +} + +Facts = +{ + FACT_VINCE_EXPECTING_MONEY = 149, + FACT_TONY_NOT_AVAILABLE = 86, + FACT_DAVE_HAS_GAS = 226, + FACT_PABLOS_BRIBED = 41, + FACT_PACKAGE_DAMAGED = 58, + FACT_SHIPMENT_DELAYED_24_HOURS = 56, + FACT_PACKAGE_LOST_PERMANENTLY = 58, + FACT_PABLO_RETURNED_GOODS = 39, + FACT_PABLO_PUNISHED_BY_PLAYER = 37, + FACT_REALLY_NEW_BOBBYRAY_SHIPMENT_WAITING = 34, + FACT_LARGE_SIZED_SHIPMENT_WAITING = 62, + FACT_LARGE_SIZED_OLD_SHIPMENT_WAITING = 35, + FACT_24_HOURS_SINCE_DOCTOR_TALKED_TO = 306, + FACT_24_HOURS_SINCE_JOEY_RESCUED = 305, + FACT_KINGPIN_KNOWS_MONEY_GONE = 103, + FACT_KINGPIN_DEAD = 308, + FACT_KINGPIN_CAN_SEND_ASSASSINS = 276, + FACT_FOOD_QUEST_OVER = 52, + FACT_WILLIS_HEARD_ABOUT_JOEY_RESCUE = 271, + FACT_BRENDA_PATIENCE_TIMER_EXPIRED = 360, + FACT_FIRST_ROBOT_DESTROYED = 203, + FACT_ROBOT_READY_SECOND_TIME = 205, + FACT_ROBOT_READY = 202, + FACT_JOEY_ESCORTED = 108, + FACT_KIDS_ARE_FREE = 318, + FACT_OK_USE_HUMMER = 224, +} + +Flags2 = +{ + PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR = 1, + PROFILE_MISC_FLAG2_LEFT_COUNTRY = 2, + PROFILE_MISC_FLAG2_BANDAGED_TODAY = 4, + PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE = 8, + PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE = 16, + PROFILE_MISC_FLAG2_MARRIED_TO_HICKS = 32, + PROFILE_MISC_FLAG2_ASKED_BY_HICKS = 64, +} + +SectorY = +{ + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} + +NpcAction = +{ + NPC_ACTION_ADD_JOEY_TO_WORLD = 136, + NPC_ACTION_RETURN_STOLEN_SHIPMENT_ITEMS = 108, + NPC_ACTION_SET_RANDOM_PACKAGE_DAMAGE_TIMER = 116, + NPC_ACTION_ENABLE_CAMBRIA_DOCTOR_BONUS = 139, + NPC_ACTION_TRIGGER_END_OF_FOOD_QUEST = 112, + NPC_ACTION_DELAYED_MAKE_BRENDA_LEAVE = 121, + NPC_ACTION_SET_DELAY_TILL_GIRLS_AVAILABLE = 126, + NPC_ACTION_SET_GIRLS_AVAILABLE = 125, + NPC_ACTION_READY_ROBOT = 194, + NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL = 230, + NPC_ACTION_TIMER_FOR_VEHICLE = 211, + NPC_ACTION_FREE_KIDS = 117, +} + +Sectors = +{ + HOSPITAL_SECTOR_X = 8, + HOSPITAL_SECTOR_Y = 6, + HOSPITAL_SECTOR_Z = 0, +} + +EventTypes = +{ + EVENT_SET_BY_NPC_SYSTEM = 27, +} + +Group = +{ + KINGPIN_CIV_GROUP = 2, +} + +StatusGroup = +{ + CIV_GROUP_NEUTRAL = 0, + CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1, + CIV_GROUP_WILL_BECOME_HOSTILE = 2, + CIV_GROUP_HOSTILE = 3, +} + +qStatus = +{ + QUESTNOTSTARTED =0, + QUESTINPROGRESS = 1, + QUESTDONE = 2, +} + +Quests = +{ + QUEST_DELIVER_LETTER = 0, + QUEST_FOOD_ROUTE = 1, + QUEST_KILL_TERRORISTS = 2, + QUEST_KINGPIN_IDOL = 3, + QUEST_KINGPIN_MONEY = 4, + QUEST_RUNAWAY_JOEY = 5, + QUEST_RESCUE_MARIA = 6, + QUEST_CHITZENA_IDOL = 7, + QUEST_HELD_IN_ALMA = 8, + QUEST_INTERROGATION = 9, + QUEST_ARMY_FARM = 10, + QUEST_FIND_SCIENTIST = 11, + QUEST_DELIVER_VIDEO_CAMERA = 12, + QUEST_BLOODCATS = 13, + QUEST_FIND_HERMIT = 14, + QUEST_CREATURES = 15, + QUEST_CHOPPER_PILOT = 16, + QUEST_ESCORT_SKYRIDER = 17, + QUEST_FREE_DYNAMO = 18, + QUEST_ESCORT_TOURISTS = 19, + QUEST_FREE_CHILDREN = 20, + QUEST_LEATHER_SHOP_DREAM = 21, + QUEST_KILL_DEIDRANNA = 25, +} + +ProfileType = +{ + None = 0, + AIM = 1, + MERC = 2, + RPC = 3, + NPC = 4, + Vehicle = 5, + IMP = 6, +} + +local MERC_OK = 0 +local MERC_HAS_NO_TEXT_FILE = -1 +local MERC_ANNOYED_BUT_CAN_STILL_CONTACT = -2 +local MERC_ANNOYED_WONT_CONTACT = -3 +local MERC_HIRED_BUT_NOT_ARRIVED_YET = -4 +local MERC_IS_DEAD = -5 +local MERC_RETURNING_HOME = -6 +local MERC_WORKING_ELSEWHERE = -7 +local MERC_FIRED_AS_A_POW = -8 + +local guiPabloExtraDaysBribed = 0 + +local BOBBYR_SHIPPING_DEST_SECTOR_X = 13 +local BOBBYR_SHIPPING_DEST_SECTOR_Y = 2 +local BOBBYR_SHIPPING_DEST_SECTOR_Z = 0 +local BOBBYR_SHIPPING_DEST_GRIDNO = 10112 +local PABLOS_STOLEN_DEST_GRIDNO = 1 +local LOST_SHIPMENT_GRIDNO = 2 + +local NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS = 10000 + +local gubCambriaMedicalObjects + +function HandleEarlyMorningEvents() + +-- JA2 Remove +--[[ + for i = 0, 254 do + if ( WhoIs(ProfileType.RPC,i) == i or WhoIs(ProfileType.NPC,i) == i or WhoIs(ProfileType.Vehicle,i) == i ) then + -- Set FALSE + -- Loop through all *NPCs* and reset "default response used recently" flags + SetThreatenDefaultResponseUsedRecently(i,false) + SetRecruitDefaultResponseUsedRecently(i,false) + SetFriendlyOrDirectDefaultResponseUsedRecently(i,false) + SetMiscFlags2(i,Flags2.PROFILE_MISC_FLAG2_BANDAGED_TODAY) + end + end + + + r = math.random(1, 4) + SetNPCData1(Profil.FATHER,r) + + -- Set Walker's location + o = math.random(1, 2) + if (o > 1) then + -- Move the father to the other sector, provided neither are loaded + if (not ( ( gWorldSectorX == 13) and ( ( gWorldSectorY == 3) or gWorldSectorY == 4 ) and ( gbWorldSectorZ == 0 ) )) then + + SetCharacterSectorX(Profil.FATHER,13) + SectorY = CheckCharacterSectorY(Profil.FATHER) + + -- Swap his location + if ( SectorY == 3 ) then + SetCharacterSectorY(Profil.FATHER,4) + else + SetCharacterSectorY(Profil.FATHER,3) + end + end + end + + if ( CheckLastDateSpokenTot(Profil.TONY) > 0 and not ( gWorldSectorX == 5 and gWorldSectorY == 3 and gWorldSectorZ == 0 )) then + + -- San Mona C5 is not loaded so make Tony possibly not available + p = math.random(0, 100) + + if ( p <= iniCHANCE_TONY_AVAILABLE ) then + -- Tony IS available + SetFactFalse( Facts.FACT_TONY_NOT_AVAILABLE ) + AddNPCtoSector (Profil.TONY,5,3,0) + else + -- Tony is NOT available + SetFactTrue( Facts.FACT_TONY_NOT_AVAILABLE ) + AddNPCtoSector (Profil.TONY,0,0,0) + end + end + + if ( CheckLastDateSpokenTot(Profil.DEVIN) == 0 ) then + + DData = CheckNPCData1 (Profil.DEVIN) + i = DData + 1 + SetNPCData1 (Profil.DEVIN,i) + + if ( CheckNPCData1 (Profil.DEVIN) > 3 ) then + Devinid,Devinx,Deviny,Devinz = CheckNPCinSector(Profil.DEVIN) + if ( not ( (gWorldSectorX == Devinx) and (gWorldSectorY == Deviny) and (gWorldSectorZ == 0) ) ) then + + -- Ok, Devin's sector not loaded, so time to move! + -- Might be same sector as before, if so, oh well! + p = math.random(1, 5) + if ( p == 1 ) then + --G9 + AddNPCtoSector (Profil.DEVIN,9,7,0) + elseif ( p == 2 ) then + --D13 + AddNPCtoSector (Profil.DEVIN,13,4,0) + elseif ( p == 3 ) then + --C5 + AddNPCtoSector (Profil.DEVIN,5,3,0) + elseif ( p == 4 ) then + --H2 + AddNPCtoSector (Profil.DEVIN,2,8,0) + elseif ( p == 5 ) then + --C6 + AddNPCtoSector (Profil.DEVIN,6,3,0) + end + end + end + end + + -- Stop moving the truck if Hamous is dead!! + -- Stop moving them if the player has the truck or Hamous is hired! + + HAMOUSid,HAMOUSx,HAMOUSy,HAMOUSz = CheckNPCinSector(Profil.HAMOUS) + + if ( CheckNPCLife(Profil.HAMOUS) > 0 and CheckMercIsDead (Profil.HAMOUS) == false and CheckMercIsDead (Profil.PROF_ICECREAM) == false and (not ( (gWorldSectorX == HAMOUSx) and (gWorldSectorY == HAMOUSy) and (gWorldSectorZ == 0) )) ) then + + -- Ok, HAMOUS's sector not loaded, so time to move! + -- Might be same sector as before, if so, oh well! + i = math.random(1, 5) + if i == 1 then + -- G6 + AddNPCtoSector (Profil.HAMOUS,6,7,0) + AddNPCtoSector (Profil.PROF_ICECREAM,6,7,0) + elseif i == 2 then + -- F12 + AddNPCtoSector (Profil.HAMOUS,12,6,0) + AddNPCtoSector (Profil.PROF_ICECREAM,12,6,0) + elseif i == 3 then + -- D7 + AddNPCtoSector (Profil.HAMOUS,7,4,0) + AddNPCtoSector (Profil.PROF_ICECREAM,7,4,0) + elseif i == 4 then + -- D3 + AddNPCtoSector (Profil.HAMOUS,3,4,0) + AddNPCtoSector (Profil.PROF_ICECREAM,3,4,0) + elseif i == 5 then + -- D9 + AddNPCtoSector (Profil.HAMOUS,9,4,0) + AddNPCtoSector (Profil.PROF_ICECREAM,9,4,0) + end + end + + -- Does Rat take off? + if ( CheckNPCData1 (Profil.RAT) > 0) then + SetCharacterSectorX (Profil.RAT,0) + SetCharacterSectorY (Profil.RAT,0) + SetCharacterSectorZ (Profil.RAT,0) + end + + -- Empty money from pockets of Vince 69, Willis 80, and Jenny 132 + SetMoneyInSoldierProfile( Profil.VINCE, 0 ) + SetMoneyInSoldierProfile( Profil.STEVE, 0 ) + SetMoneyInSoldierProfile( Profil.JENNY, 0 ) + + -- Vince is no longer expecting money + SetFactFalse( Facts.FACT_VINCE_EXPECTING_MONEY ) + + -- Reset Darren's balance and money + SetNPCBalance(Profil.DARREN,0) + SetMoneyInSoldierProfile( Profil.DARREN, 15000 ) + + -- Set Carmen to be placed on the map in case he moved and is waiting off screen + if CheckMiscFlags2(Profil.CARMEN,Flags2.PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR) == 1 then + + SetMiscFlags2(Profil.CARMEN, Flags2.PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR) + + -- Move Carmen to C13 + AddNPCtoSector (Profil.CARMEN,13,3,0) + + -- We should also reset # of terrorist heads and give him cash + if CheckNPCData2 (Profil.CARMEN) > 0 then + + Money = CheckMoney(Profil.CARMEN) + + if (Money < 10000 ) then + uiAmount = 0 + else + uiAmount = Money + end + + uiAmount = uiAmount + 10000 * CheckNPCData2( Profil.CARMEN ) + SetMoneyInSoldierProfile( Profil.CARMEN, uiAmount ) + SetNPCData2(Profil.CARMEN,0) + + for i = 248, 254 do + RemoveObjectFromSoldierProfile( Profil.CARMEN, i ) + end + end + else + + -- Randomize where he'll be today... so long as his sector's not loaded + CARMENid,CARMENx,CARMENy,CARMENz = CheckNPCinSector(Profil.CARMEN) + if ( CARMENx ~= gWorldSectorX or CARMENy ~= gWorldSectorY ) then + + i = math.random(1, 3) + if i == 1 then + AddNPCtoSector (Profil.CARMEN,5,3,0) -- C5 + elseif i == 2 then + AddNPCtoSector (Profil.CARMEN,13,3,0) -- C13 + elseif i == 3 then + AddNPCtoSector (Profil.CARMEN,9,7,0) -- G9 + end + + -- He should have $5000... unless the player forgot to meet him + if ( CheckMoney(Profil.CARMEN) < 5000 ) then + SetMoneyInSoldierProfile( Profil.CARMEN, 5000 ) + end + end + end + + i = math.random(1, 3) + if i == 1 then + SetFactTrue( Facts.FACT_DAVE_HAS_GAS ) + else + SetFactFalse( Facts.FACT_DAVE_HAS_GAS ) + end + + if ( gWorldSectorX == Sectors.HOSPITAL_SECTOR_X and gWorldSectorY == Sectors.HOSPITAL_SECTOR_Y and gWorldSectorZ == Sectors.HOSPITAL_SECTOR_Z ) then + CheckForMissingHospitalSupplies() + end +]] +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua b/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua new file mode 100644 index 000000000..a5ec5e4c9 --- /dev/null +++ b/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua @@ -0,0 +1,322 @@ +--[[ + + http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua + + Global : + + - giLairID + + 1 - Drassen + 2 - Cambria + 3 - Alma + 4 - Grumm + + Function : + + - SectorEnemyControlled ( IDSector ) + check if enemy controls sector + + - SECTOR( SectorX, SectorY ) + + - CheckMercIsDead (ProfilID) + check merc is dead + + - AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + - IncrementTownLoyaltyEverywhere( idLoyalty ) + increment all town loyalty + + - IncrementTownLoyalty ( idLoyalty ) + increment town loyalty + + - DecrementTownLoyalty ( idTown, idLoyalty ) + decrement town loyalty + + - DecrementTownLoyaltyEverywhere ( idLoyalty ) + decrement all town loyalty + + - SetTownLoyalty ( idTown, idLoyalty ) + set town loyalty + + Example : + + if SectorEnemyControlled ( SECTOR(4,13) ) == false then + -- instructions + end + + if SectorEnemyControlled ( SECTOR(4,13) ) == false then + -- instructions + else + -- instructions + end + + if ( CheckMercIsDead (101) == true ) then + -- merc is dead + else + -- instructions + end + + -- 1 * 500 = 500 = 4% + DecrementTownLoyaltyEverywhere ( 1 ) + + -- 10 * 500 = 5000 = 45% + IncrementTownLoyalty (10) + + -- 20 * 500 = 10000 = 90% + DecrementTownLoyalty ( 2 , 20 ) + + -- 30 * 500 = 15000 = 100% + IncrementTownLoyaltyEverywhere (30) + + -- 100 = 100% + SetTownLoyalty ( 1, 100 ) + + -- 30 = 30% + SetTownLoyalty ( 1, 30 ) + + + EventGlobal = { + GLOBAL_LOYALTY_BATTLE_WON = 0, + . + . + MY_GLOBAL_LOYALTY_13 = 13, + MY_GLOBAL_LOYALTY_14 = 14, + . + . + . + MY_GLOBAL_LOYALTY_100 = 100, + } + +]] + +Profil = { + MIGUEL = 57, + DOREEN = 139, + MARTHA = 109, + KEITH = 147, + YANNI = 108, + AUNTIE = 76, + MATT = 148, + JOEY = 90, +} + +Town = { + + OMERTA = 1, + DRASSEN = 2, + ALMA = 3, + GRUMM = 4, + CAMBRIA = 6, + SANMONA = 7, + ESTONI = 8, + BALIME = 10, + MEDUNa = 11, + CHITZENA = 12, +} + +-- gain pts per real loyalty pt +local GAIN_PTS_PER_LOYALTY_PT = 500 + +-- --- LOYALTY BONUSES --- +-- Omerta +local LOYALTY_BONUS_MIGUEL_READS_LETTER = (10 * GAIN_PTS_PER_LOYALTY_PT) -- multiplied by 4.5 due to Omerta's high seniment, so it's 45% +-- Drassen +local LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED = (10 * GAIN_PTS_PER_LOYALTY_PT) -- +50% bonus for Drassen -- Overhead.cpp +local LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED = (20 * GAIN_PTS_PER_LOYALTY_PT) -- +50% bonus for Drassen -- Overhead.cpp +-- Cambria +local LOYALTY_BONUS_MARTHA_WHEN_JOEY_RESCUED = (15 * GAIN_PTS_PER_LOYALTY_PT) -- -25% for low Cambria sentiment +local LOYALTY_BONUS_KEITH_WHEN_HILLBILLY_SOLVED = (15 * GAIN_PTS_PER_LOYALTY_PT) -- -25% for low Cambria sentiment +-- Chitzena +local LOYALTY_BONUS_YANNI_WHEN_CHALICE_RETURNED_LOCAL = (20 * GAIN_PTS_PER_LOYALTY_PT) -- +75% higher in Chitzena -- no used +local LOYALTY_BONUS_YANNI_WHEN_CHALICE_RETURNED_GLOBAL = (10 * GAIN_PTS_PER_LOYALTY_PT) -- for ALL towns! +-- Alma +local LOYALTY_BONUS_AUNTIE_WHEN_BLOODCATS_KILLED = (20 * GAIN_PTS_PER_LOYALTY_PT) -- Alma's increases reduced by half due to low rebel sentiment +local LOYALTY_BONUS_MATT_WHEN_DYNAMO_FREED = (20 * GAIN_PTS_PER_LOYALTY_PT) -- Alma's increases reduced by half due to low rebel sentiment +local LOYALTY_BONUS_FOR_SERGEANT_KROTT = (20 * GAIN_PTS_PER_LOYALTY_PT) -- Alma's increases reduced by half due to low rebel sentiment (Interface Dialogue.cpp) +-- Everywhere +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 +local LOYALTY_BONUS_FOR_TOWN_TRAINING = ( 2 * GAIN_PTS_PER_LOYALTY_PT ) -- 2% (Town Militia.cpp i Map Screen Interface Map.cpp) + +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, + GLOBAL_LOYALTY_ENEMY_KILLED = 2, + 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_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, +} + + +function CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ ) + + local ubValidMines = 0 + + if ( gameStyle == 0 or enableCrepitus == 0 ) then + return -- No scifi, no creatures... + end + + if ( giLairID ) then + return -- Creature quest already begun + end + + -- Count the number of "infectible mines" the player occupies + + -- SEC_D13 + if SectorEnemyControlled ( SECTOR(4,13) ) == false then + ubValidMines = ubValidMines + 1 + end + + -- SEC_H8 + if SectorEnemyControlled ( SECTOR(8,8) ) == false then + ubValidMines = ubValidMines + 1 + end + + -- SEC_I14 + if SectorEnemyControlled ( SECTOR(9,14) ) == false then + ubValidMines = ubValidMines + 1 + end + + -- SEC_H3 + if SectorEnemyControlled ( SECTOR(8,3) ) == false then + ubValidMines = ubValidMines + 1 + end + + if ( ubValidMines >= 3 ) then + InitCreatureQuest() + end +end + +function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ ) + +local iLoyaltyChange = 0 + + if ubEventType == EventGlobal.GLOBAL_LOYALTY_BATTLE_WON then + + CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ ) + + iLoyaltyChange = 500 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_QUEEN_BATTLE_WON then + + CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ ) + + iLoyaltyChange = 1000 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_BATTLE_LOST then + + iLoyaltyChange = -750 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_ENEMY_KILLED then + + iLoyaltyChange = 50 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + 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 + 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 + iLoyaltyChange = -750 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GAIN_TOWN_SECTOR then + + iLoyaltyChange = 500 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_LOSE_TOWN_SECTOR then + iLoyaltyChange = -1000 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_LIBERATE_WHOLE_TOWN then + + iLoyaltyChange = 1000 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GAIN_MINE then + + iLoyaltyChange = 1000 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_LOSE_MINE then + + iLoyaltyChange = -1500 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GAIN_SAM then + + iLoyaltyChange = 250 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_LOSE_SAM then + + iLoyaltyChange = -250 + AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) + + end + +end + +function HandleLoyaltyChangeForNPCAction( ubNPCProfileId ) + + -- Omerta loyalty increases when Miguel receives letter from Enrico + if ubNPCProfileId == Profil.MIGUEL then + IncrementTownLoyalty ( Town.OMERTA, LOYALTY_BONUS_MIGUEL_READS_LETTER ) + end + + -- 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 ubNPCProfileId == Profil.MARTHA then + if ( CheckMercIsDead(Profil.JOEY) == false ) then + IncrementTownLoyalty( Town.CAMBRIA, LOYALTY_BONUS_MARTHA_WHEN_JOEY_RESCUED ) + end + end + + -- Hillbilly problem solved + if ubNPCProfileId == Profil.KEITH then + IncrementTownLoyalty( Town.CAMBRIA, LOYALTY_BONUS_KEITH_WHEN_HILLBILLY_SOLVED ) + end + + -- Chalice of Chance returned to Chitzena + if ubNPCProfileId == Profil.YANNI then + + IncrementTownLoyalty( Town.CHITZENA, LOYALTY_BONUS_YANNI_WHEN_CHALICE_RETURNED_LOCAL ) + + -- NOTE: This affects Chitzena,too, a second time, so first value is discounted for it + IncrementTownLoyaltyEverywhere( LOYALTY_BONUS_YANNI_WHEN_CHALICE_RETURNED_GLOBAL ) + end + + -- Bloodcats killed + if ubNPCProfileId == Profil.AUNTIE then + IncrementTownLoyalty( Town.ALMA, LOYALTY_BONUS_AUNTIE_WHEN_BLOODCATS_KILLED ) + end + + -- Brother Dynamo freed + if ubNPCProfileId == Profil.MATT then + IncrementTownLoyalty( Town.ALMA, LOYALTY_BONUS_MATT_WHEN_DYNAMO_FREED ) + end + +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/initmines.lua b/gamedir/Data-UB/Scripts/initmines.lua new file mode 100644 index 000000000..2c03b820b --- /dev/null +++ b/gamedir/Data-UB/Scripts/initmines.lua @@ -0,0 +1,362 @@ +--[[ + +************* +** Remarks ** +************* + +The purpose of this Lua script is to provide the code and data needed to +initialize the strategic mines. There are two reasons for the game to make +calls to this script: + + 1. The strategic layer gets initialized. + Right after a new game is started, the program calls InitializeMines to + gather the data defining the mines (see 1.). It then uses that data to + actually create the mines. + + 2. The player enters a mine sector. + When a mine sector gets loaded (tactical mode), the program calls + InitializeHeadMiners to collect information on creation of head miners + and how to distribute them among the mines (see 2.). + + +********************** +** Global variables ** +********************** + + - newDIFFICULTY_LEVEL (Start new game setting) + 1 = easy + 2 = experienced + 3 = expert + 4 = insane + + - iniWHICH_MINE_SHUTS_DOWN (ja2_options.ini setting) + -1 = Game chooses a mine randomly. + 0 = No mine will shut down! + 2 = Drassen + 3 = Alma + 4 = Cambria + 5 = Chitzena + 6 = Grumm +]] + +-- For debugging purposes you might want to have some basic logging output +-- from the game. Uncommenting the following line will create "initmines.log" +-- in your profile directory. +--logging = true + + + +---------------------------------------- +-- 0. Some setup code to get started -- +---------------------------------------- + +-- Initialize the pseudo random number generator +math.randomseed( os.time() ); math.random(); math.random(); math.random() +-- http://lua-users.org/wiki/MathLibraryTutorial + +MineType = { Silver = 0, Gold = 1 } + + + +----------------------------- +-- 1. Mine initialization -- +----------------------------- + +--[[ + + function InitializeMines() + + Gets called on initialization of strategic layer. + + This function is supposed to return an array table of initialization data + for each mine. Every element itself must be a table consisting of the + following members: + + - Location (required) + String, defining the sector to place the mine, e.g. "A10". + + - Type + Use MineType.Gold or MineType.Silver (cp. 0.). + + - MaxRemovalRate + Amount of income to be gained at each production period ( = 1/4 of + daily income). + + - RemainingOreSupply + Total amount of money available to be extracted. + + - Infectible (0/1) + Boolean, specifying whether or not a mine can be infected by crepitus. + This is kind of a hack until creature quest becomes externalized. + Do not set this to 1 for mines other than Drassen, Alma, Cambria, Grumm. + + - AssociatedUnderground + Array table of strings specifying sector coordinates, e.g. "A10-1". + This relates underground sectors to the mine. In these sectors the game + adds miners working underground, and also uses that information to build + the sector name. + +]] + +function InitializeMines() + + -------------------------------------- + -- 1.1. Set up initial mine status -- + -------------------------------------- + + local mines = { + + --UB mine-- + -- Abandoned mine near Varrez + { + Location = "I13", Type = MineType.Gold, + MinimumProduction = 0, + AssociatedUnderground = { "I13-1", "J13-1", "K14-1", "K15-1", "K15-2", "L15-2", "L15-3" }, + }, +--[[ + -- San Mona + { + Location = "D4", Type = MineType.Gold, + MinimumProduction = 0, + AssociatedUnderground = { "D4-1", "D5-1" }, + }, + + -- Drassen + { + Location = "D13", Type = MineType.Silver, + MinimumProduction = 1000, + AssociatedUnderground = { "D13-1", "E13-1" }, + Infectible = 1, + }, + + -- Alma + { + Location = "I14", Type = MineType.Silver, + MinimumProduction = 1500, + AssociatedUnderground = { "I14-1", "J14-1" }, + Infectible = 1, + }, + + -- Cambria + { + Location = "H8", Type = MineType.Silver, + MinimumProduction = 1500, + AssociatedUnderground = { "H8-1", "H9-1" }, + Infectible = 1, + }, + + -- Chitzena + { + Location = "B2", Type = MineType.Silver, + MinimumProduction = 500, + AssociatedUnderground = { "B2-1" }, + }, + + -- Grumm + { + Location = "H3", Type = MineType.Gold, + MinimumProduction = 2000, + AssociatedUnderground = { "H3-1", "I3-1", "I3-2", "H3-2", "H4-2" }, + Infectible = 1, + }, +]] + } + + + ----------------------------------- + -- 1.2. Vanilla JA2 logic below -- + ----------------------------------- +--[[ + -- create variables for easy identification at quest related stuff + local DrassenMine = mines[2] + local AlmaMine = mines[3] + + + -- more initialization + for i = 1, #mines do + local m = mines[i] + m.MaxRemovalRate = m.MinimumProduction + + if m.MinimumProduction > 0 then + m.RemainingOreSupply = 999999999 + else + m.RemainingOreSupply = 0 + end + end + + + -- Randomize the exact size of each mine. The total production is always + -- the same and depends on the game difficulty, but some mines will + -- produce more in one game than another, while others produce less. + + local numProductionIncreases = ({ 25, 25, 20, 15 })[newDIFFICULTY_LEVEL] + + while numProductionIncreases > 0 do + local m + + -- pick a producing mine at random and increase its production + repeat + m = mines[math.random(#mines)] + until m.MinimumProduction > 0 + + -- increase mine production by 20% of the base (minimum) rate + m.MaxRemovalRate = m.MaxRemovalRate + m.MinimumProduction / 5 + + numProductionIncreases = numProductionIncreases - 1 + end + + + + -- Incorporate cheat option... + -- switch on iniWHICH_MINE_SHUTS_DOWN + -- 0: no mine runs out, skip this altogether + -- -1: choose mine randomly + -- >0: ID of the mine that shall run out + + if iniWHICH_MINE_SHUTS_DOWN ~= 0 then + + local m + + if iniWHICH_MINE_SHUTS_DOWN == -1 then + -- Choose which mine will run out of production. + -- This will never be the Alma mine or an empty mine (San Mona)... + + -- choose randomly + repeat + m = mines[math.random(#mines)] + -- Alma mine can't run out for quest-related reasons + until m.MinimumProduction > 0 and m ~= AlmaMine + else + -- Select mine by given index + -- No safety checks whatsoever, any error will be pretty much in + -- your face. If it breaks it's all their fault, I don't care... + m = mines[iniWHICH_MINE_SHUTS_DOWN] + end + + if m == DrassenMine then + minDaysBeforeDepletion = 20 + else + minDaysBeforeDepletion = 10 + end + + m.RemainingOreSupply = minDaysBeforeDepletion * 4 * m.MaxRemovalRate + + -- We don't want the creatures to infect the mine that runs out. + m.Infectible = 0 + end +]] + return mines; + +end -- function InitializeMines + + + +------------------------------------ +-- 2. Head miners initialization -- +------------------------------------ + +--[[ + + function InitializeHeadMiners(mines, currentMine) + + This function is called when the player enters a mine sector. + + It can return either nil or the head miners initialization and + distribution. If it returns nil, it will be called again when a mine + sector gets loaded. If it returns a value other than nil, it will not be + called again. + + Parameters: + + - mines + An array of tables featuring only the following member: + - MaxRemovalRate + + - currentMine + This is the index of the mine being entered by the player (cp. 1.1.). + + If the function does not return nil but the head miners distribution, it + must return an array of tables consisting of the following members: + + - Profile + The profile ID of the head miner. + + - Quotes + Array of exactly four integers defining the quote IDs of the head miner + for the following strategic events: + 1. RUNNING_OUT + 2. CREATURES_ATTACK + 3. CREATURES_GONE + 4. CREATURES_AGAIN + It is valid to insert -1 for missing quotes. + + - MineID + The index of the mine the head miner is assigned to (cp. 1.1.). + + ]] + +function InitializeHeadMiners(mines, currentMine) + + local headMinerInfo = { + + -- Fred + { Profile = 106, Quotes = { 17, 18, 27, 26 }, }, + + -- Matt + { Profile = 148, Quotes = { -1, 18, 32, 31 }, }, + + -- Oswald + { Profile = 156, Quotes = { 14, 15, 24, 23 }, }, + + -- Calvin + { Profile = 157, Quotes = { 14, 15, 24, 23 }, }, + + -- Carl + { Profile = 158, Quotes = { 14, 15, 24, 23 }, }, + + } + + local Fred = headMinerInfo[1] + local Matt = headMinerInfo[2] + + local AlmaID = 3 -- cp. 1.1. + + + -- don't place miners until player enters a producing mine + if mines[currentMine].MaxRemovalRate == 0 then + return nil + end + + + -- Matt is always head miner in Alma + Matt.MineID = AlmaID + + + -- Fred is the first miner the player encounters unless it's Alma + if currentMine ~= AlmaID then + Fred.MineID = currentMine + end + + + -- collect IDs of all producing mines except Alma mine and Fred's + local MinesLeft = {} + for i = 1, #mines do + if i ~= AlmaID and i ~= currentMine then + if mines[i].MaxRemovalRate > 0 then + table.insert(MinesLeft, i) + end + end + end + + -- randomly distribute miners + for i = 1, #headMinerInfo do + if headMinerInfo[i].MineID == nil then + local index = math.random(#MinesLeft) + headMinerInfo[i].MineID = MinesLeft[index] + table.remove(MinesLeft, index) + end + end + + return headMinerInfo + +end -- function InitializeHeadMiners diff --git a/gamedir/Data-UB/Scripts/initunderground.lua b/gamedir/Data-UB/Scripts/initunderground.lua new file mode 100644 index 000000000..5310966ea --- /dev/null +++ b/gamedir/Data-UB/Scripts/initunderground.lua @@ -0,0 +1,455 @@ +--[[ + + December 27, 2010 + + TOC + === + + Preamble + 0. Constants + 1. Underground sector list compilation + 2. Defining enemy garrisons and creature population + 3. Internal workings + 3.1. Underground sector names + + + Preamble + ======== + + This script sets up and initializes underground sectors. It defines where + underground sectors are located on the map, what enemy garrisons and + creature population they feature, and what loading screen to present to + the player. + + Sector definitions are read whenever a new game starts. They are then + stored within the savegame meaning various changes to this script don't + have an effect on a game in progress. + + + Modders likely want to focus on 1. and 2. + + + There is also another script closely related to this one, which defines + sector names ("undergroundsectornames.lua" and localized versions). See + 3.1. for more details. + + + The game will call this script for any of three reasons: + + 1. When a new game starts it will call 'BuildUndergroundSectorList' in + order to create and initialize the array of underground sectors. + + 2. The game will call 'GetLoadscreen' whenever an underground sector + needs to be loaded. + + 3. When the game requests an underground sector name it will call + 'GetSectorName'. + + + Remarks + + - Several vanilla JA2 sectors may be unsafe to remove due to hardcoded + behaviour such as creature spreading, Deidranna escaping or other quest + related links. + + - Contrary to random number generators used in JA2, Lua's math.random + function includes the range boundaries. Also, indexing in Lua starts at + 1 as opposed to C (starting at 0). For further information about Lua + consult the Lua documentation at http://www.lua.org/docs.html + +]] + + +-- For debugging purposes you might want to have some basic logging output +-- from the game. Uncommenting the following line will create +-- "initunderground.log" in your profile directory. +--logging = true + + +-- Initialize the pseudo random number generator +math.randomseed( os.time() ); math.random(); math.random(); math.random() +-- http://lua-users.org/wiki/MathLibraryTutorial + + + +------------------- +-- 0. Constants -- +------------------- + +Habitat = { -- creature type distribution in percentages + -- young young adult adult + -- larvae infants male female male female + QueenLair = 0, -- 20 40 0 0 30 10 (default) + Lair = 1, -- 15 35 10 5 25 10 + LairEntrance = 2, -- 0 15 30 10 35 10 + InnerMine = 3, -- 0 0 20 40 10 30 + OuterMine = 4, -- 0 0 10 65 5 20 + FeedingGrounds = 5, -- - - - - - - (unused) + MineExit = 6, -- 0 0 10 65 5 20 +} + +CreatureMusic = { + Compat = 0, -- default, use creepy music in the presence of creatures + -- or blue lights (default, also vanilla default); + Auto = 1, -- use creepy music if and only if there any creatures + -- present (ignoring lights); + Never = 2, -- do not use creepy music, regardless of any creatures; + Always = 3, -- do use creepy music, regardless of any creatures +} + + + +--------------------------------------------- +-- 1. Underground sector list compilation -- +--------------------------------------------- + +--[[ + + In this list add underground sectors by specifying their location. + If no loadscreen attribute is given the script will use "LS_Mine" for + level 1 sectors and "LS_Cave" for level 2 and level 3 sectors (see 3.). + + Also specify any other static attributes in this list (cf. 2.) + +]] + +local sectorList = { + + + { location = "I13-1", loadscreen = "LS_MINEDAY", }, + { location = "J13-1", loadscreen = "LS_MINEDAY", }, + { location = "J14-1", loadscreen = "LS_TUNNELS", }, + { location = "K14-1", loadscreen = "LS_TUNNELS", }, + { location = "K15-1", loadscreen = "LS_UPSTAIRS", }, + { location = "K15-2", loadscreen = "LS_UPSTAIRS", }, + { location = "L15-2", loadscreen = "LS_COMPLEXBSMNT", }, + { location = "L15-3", loadscreen = "LS_BASEMENT_GENERIC", }, + + -- Demoville + { location = "P1-1", loadscreen = "LS_Basement", }, + { + location = "P1-2", loadscreen = "LS_Cave", + creatureHabitat = Habitat.InnerMine, music = CreatureMusic.Compat, + }, +} + + + +--[[ + + PopulateSectors + +Remarks + + This function is supposed to initialize sector settings that depend on + what difficulty level and game style the player chooses. + +Parameters + + difficultyLevel (integer) + + Indicates the level of difficulty. + 1: easy, 2: experienced, 3: expert, 4: insane + + gameStyle (integer) + + Indicates whether or not the player selected the scifi option. + 0: realistic, 1: scifi +]] + +local function PopulateSectors(difficultyLevel, gameStyle) + + local s = sectorList + + + ---------------------------------------------------------- + -- 2. Defining enemy garrisons and creature population -- + ---------------------------------------------------------- + + if difficultyLevel == 1 then + s["K15-1"].numTroops = 14 + math.random(0, 6) + s["K15-1"].numElites = 0 + elseif difficultyLevel == 2 then + s["K15-1"].numTroops = 14 + math.random(0, 4) + s["K15-1"].numElites = 4 + math.random(0, 3) + elseif difficultyLevel == 3 then + s["K15-1"].numTroops = 15 + math.random(0, 4) + s["K15-1"].numElites = 6 + math.random(0, 4) + elseif difficultyLevel == 4 then + s["K15-1"].numTroops = 14 + math.random(0, 6) + s["K15-1"].numElites = 10 + math.random(0, 2) + end + + if difficultyLevel == 1 then + s["K15-2"].numTroops = 10 + math.random(0, 3) + s["K15-2"].numElites = 0 + elseif difficultyLevel == 2 then + s["K15-2"].numTroops = 15 + math.random(0, 2) + s["K15-2"].numElites = 5 + math.random(0, 2) + elseif difficultyLevel == 3 then + s["K15-2"].numTroops = 12 + math.random(0, 3) + s["K15-2"].numElites = 10 + math.random(0, 2) + elseif difficultyLevel == 4 then + s["K15-2"].numTroops = 14 + math.random(0, 6) + s["K15-2"].numElites = 10 + math.random(0, 2) + end + + if difficultyLevel == 1 then + s["L15-2"].numTroops = 12 + math.random(0, 2) + s["L15-2"].numElites = 1 + math.random(0, 2) + elseif difficultyLevel == 2 then + s["L15-2"].numTroops = 17 + math.random(0, 2) + s["L15-2"].numElites = 5 + math.random(0, 2) + elseif difficultyLevel == 3 then + s["L15-2"].numTroops = 10 + math.random(0, 3) + s["L15-2"].numElites = 14 + math.random(0, 2) + elseif difficultyLevel == 4 then + s["L15-2"].numTroops = 14 + math.random(0, 6) + s["L15-2"].numElites = 10 + math.random(0, 2) + end + + if difficultyLevel == 1 then + s["L15-3"].numTroops = 26 + s["L15-3"].numElites = 2 + elseif difficultyLevel == 2 then + s["L15-3"].numTroops = 20 + s["L15-3"].numElites = 8 + elseif difficultyLevel == 3 then + s["L15-3"].numTroops = 13 + s["L15-3"].numElites = 15 + elseif difficultyLevel == 4 then + s["L15-3"].numTroops = 10 + s["L15-3"].numElites = 22 + end + +end + + + +--------------------------- +-- 3. Internal workings -- +--------------------------- + +--[[ + + BuildUndergroundSectorList + +Remarks + + This function gets called by the game when a new game starts. It is + supposed to return the initialized list of underground sectors. + +Parameters + + gameSettings + + Table holding these keys: + + - difficultyLevel (integer) + 1: easy, 2: experienced, 3: expert, 4: insane + + - gameStyle (integer) + 0: realistic, 1: scifi + +Return value + + This function shall return a table of tables that may feature the + following keys: + + - location (required) + string of the form "[R][C]-[L]", where [R] is a row + identifier (A-P), [C] is a column identifier (1-16), [L] is a + sublevel identifier (1-3), e.g. "A9-1" + + - numAdmins + - numTroops + - numElites + integers, specifying numbers of enemy garrisons, default: 0 + + - numBloodcats + integer, specifying quantity of bloodcat population, default: 0 + This requires bloodcat placements to be set in the map itself. + + - numCreatures + integer, specifying number of creatures in total, default: 0 + Distribution of creature types depends on creature habitat (see 0.) + + - creatureHabitat + integer, specifying creature distribution type + Use one of the constants from the Habitat enumeration (see 0.) + + - music + integer, specifying under which circumstances to use creepy music + Use one of the costants from CreatureMusic enumeration (see 0.) +]] + +function BuildUndergroundSectorList(gameSettings) + + local difficultyLevel = gameSettings["difficultyLevel"] + local gameStyle = gameSettings["gameStyle"] + + PopulateSectors(difficultyLevel, gameStyle) + + return sectorList + +end + + +--[[ + + GetLoadscreen + +Remarks + + Provides the game with the name and file format of the loadscreen for a + given sector. The function forwards the loadscreen attribute as declared + in the sectorList (cf. 1.) or uses default screens. + The game will use the name and format as well as screen resolution to + build the complete file name itself. + + +Parameters + + location (string) + + The usual sector location string of the sector the loadscreen is + requested for, e.g. "A10-1". + + timeOfDay (integer) + + The time in minutes that has passed since midnight. + +Return values + + This function shall return a 2-tuple of strings, of which the first shall + be the loadscreen name and the second the file extension. + +]] + +function GetLoadscreen(location, timeOfDay) + + local function Return(name) + return "Loadscreens\\" .. name, "sti" + end + + local s = sectorList[location] + + if s ~= nil then + + -- multiple screens to choose from? + if s.loadscreens ~= nil and #s.loadscreens > 0 then + local screen = s.loadscreens[math.random(#s.loadscreens)] + return Return(screen) + end + + -- single screen? + if s.loadscreen ~= nil then + return Return(s.loadscreen) + end + end + + -- resorting to defaults + do + -- get last character, aka z level + local level = location:sub(#location, #location) + if level == "1" then + return Return("LS_Mine") + else + return Return("LS_Cave") + end + end +end + + + +------------------------------------ +-- 3.1. Underground sector names -- +------------------------------------ + +--[[ + + Before the game loads this very script it processes another one, + 'undergroundsectornames.lua', specifically. For this purpose, it basically + concatenates the two scripts. + + 'undergroundsectornames.lua' shall define a table of strings, which will + then be referenced in this script to provide the game with sector names. + That specific table shall be called 'sectornames', so make sure to not + overwrite that variable by accident. + + ]] + --[[ + + GetSectorName + +Remarks + + Provides the game with underground sector names. + This function can be called often (i.e. every frame) since currently the + result will not be cached. + +Parameters: + + sectorCoods + + usual coordiantes string, e.g. "A10-1" + + sectorDetails + + table featuring the following items + + - visited (boolean) + Indicates if the player has entered the sector at least once. + + - creaturesPresent (boolean) + Indicates whether or not there are any monsters alive. + + - detailed (boolean) + Indicates whether the game requests a detailed name. + +Return value + + This function shall return the requested sector name as a UTF-8 encoded + string. + +]] + +function GetSectorName(sectorCoords, sectorDetails) + + if sectorDetails.visited then + local dash = sectorCoords:find("-") + local coords = sectorCoords:sub(1, dash-1) + + if sectornames[sectorCoords] ~= nil then + return coords .. ": " .. sectornames[sectorCoords] + elseif sectornames[sectorCoords:lower()] ~= nil then + -- try lowercase version + return coords .. ": " .. sectornames[sectorCoords:lower()] + else + if sectorDetails.creaturesPresent then + return coords .. ": " .. sectornames.creatureLair + else + return sectorCoords + end + end + else + -- not visited + return "" + end + +end + + + +-- For convenient access allow indexing the sectorList by location string. +mt = {} +setmetatable(sectorList, mt) +mt.__index = function(table, key) + for i = 1, #table do + local t = rawget(table, i) + if (t.location == key) then + return t + end + end + return nil +end diff --git a/gamedir/Data-UB/Scripts/intro.lua b/gamedir/Data-UB/Scripts/intro.lua new file mode 100644 index 000000000..95a9d2b05 --- /dev/null +++ b/gamedir/Data-UB/Scripts/intro.lua @@ -0,0 +1,148 @@ +Video = { + INTRO_NO_VIDEO = -1, + INTRO_REBEL_CRDT = 0, + INTRO_OMERTA = 1, + INTRO_PRAGUE_CRDT = 2, + INTRO_PRAGUE = 3, + -- there are no more videos shown for the begining + INTRO_END_END_SPEECH_MIGUEL = 4, + INTRO_END_END_SPEECH_NO_MIGUEL = 5, + INTRO_END_HELI_FLYBY = 6, + INTRO_END_SKYRIDER_HELICOPTER = 7, + INTRO_END_NOSKYRIDER_HELICOPTER = 8, + INTRO_SPLASH_SCREEN = 9, + INTRO_SPLASH_1 = 10, + INTRO_HELI_CRASH_SCENE_1 =11, + INTRO_END_SCENE_1 = 12, + -- there are no more videos shown for the endgame + INTRO_LAST_END_GAME = 13, + INTRO_FIRST_VIDEO = 255, +} + + IntroType = { + INTRO_HELI_CRASH = 0, + INTRO_BEGINNING = 1, -- set when viewing the intro at the begining of the game + INTRO_ENDING = 2, -- set when viewing the end game video. + INTRO_SPLASH = 3, +} + +ScreenTypes = +{ + EDIT_SCREEN = 0, + SAVING_SCREEN = 1, + LOADING_SCREEN = 2, + ERROR_SCREEN = 3, + INIT_SCREEN = 4, + GAME_SCREEN = 5, + ANIEDIT_SCREEN = 6, + PALEDIT_SCREEN = 7, + DEBUG_SCREEN = 8, + MAP_SCREEN = 9, + LAPTOP_SCREEN = 10, + LOADSAVE_SCREEN = 11, + MAPUTILITY_SCREEN = 12, + FADE_SCREEN = 13, + MSG_BOX_SCREEN = 14, + MAINMENU_SCREEN = 15, + AUTORESOLVE_SCREEN = 16, + SAVE_LOAD_SCREEN = 17, + OPTIONS_SCREEN = 18, + SHOPKEEPER_SCREEN = 19, + SEX_SCREEN = 20, + GAME_INIT_OPTIONS_SCREEN = 21, + DEMO_EXIT_SCREEN = 22, + INTRO_SCREEN = 23, + CREDIT_SCREEN = 24, +} + +function PrepareToExitIntroScreen() + +-- Ja25: no begining intro + -- if its the heli crash intro + if ( gbIntroScreenMode == IntroType.INTRO_HELI_CRASH ) then +-- go to the init screen +-- Ja25: no longer going to initscreen ( cause this is now AFTER mapscreen ) + + SetIntroExitScreen ( ScreenTypes.GAME_SCREEN ) + SetCurrentWorldSector( sSelMapX, sSelMapY, iCurrentMapSectorZ ) + + -- if its the intro at the begining of the game + elseif ( gbIntroScreenMode == IntroType.INTRO_SPLASH ) then + + -- display a logo when exiting + DisplaySirtechSplashScreen() + + SetDoneWithSplashScreen ( true ) + SetIntroExitScreen ( ScreenTypes.INIT_SCREEN ) + + elseif ( gbIntroScreenMode == IntroType.INTRO_ENDING ) then + + SetIntroExitScreen ( ScreenTypes.GAME_SCREEN ) + SetCurrentWorldSector( iniDEFAULT_END_SECTOR_X, iniDEFAULT_END_SECTOR_Y, iniDEFAULT_END_SECTOR_Z ) + + EnterTacticalInFinalSector() + + -- Dont leave tactical + SetEnteringMapScreen (false) + else + -- We want to reinitialize the game + ReStartingGame() + + SetIntroExitScreen ( ScreenTypes.CREDIT_SCREEN ) + end + + SetIntroScreenExit (true) +end + + +function GetNextIntroVideo( uiCurrentVideo ) + + -- UB Intro + + -- switch on whether it is the beginging or the end game video + if ( gbIntroScreenMode == IntroType.INTRO_HELI_CRASH ) then + + if ( uiCurrentVideo == Video.INTRO_FIRST_VIDEO ) then + StartVideo() + SetVideo ( Video.INTRO_HELI_CRASH_SCENE_1 ) + StopVideo() + end + + -- end game + elseif ( gbIntroScreenMode == IntroType.INTRO_ENDING ) then + + if ( uiCurrentVideo == Video.INTRO_FIRST_VIDEO ) then + StartVideo() + SetVideo ( Video.INTRO_END_SCENE_1 ) + StopVideo() + end + + elseif ( gbIntroScreenMode == IntroType.INTRO_SPLASH ) then + + if ( uiCurrentVideo == Video.INTRO_FIRST_VIDEO ) then + StartVideo() + SetVideo ( Video.INTRO_SPLASH_SCREEN ) + StopVideo() + end + end + +end + +function SetIntroType( bIntroType ) + +-- UB Intro + + if( bIntroType == IntroType.INTRO_HELI_CRASH ) then + + SetIntroScreenMode ( IntroType.INTRO_HELI_CRASH ) + + elseif( bIntroType == IntroType.INTRO_ENDING ) then + + SetIntroScreenMode ( IntroType.INTRO_ENDING ) + + elseif( bIntroType == IntroType.INTRO_SPLASH ) then + + SetIntroScreenMode ( IntroType.INTRO_SPLASH ) + + end +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/strategicmap.lua b/gamedir/Data-UB/Scripts/strategicmap.lua new file mode 100644 index 000000000..30fd3d2f1 --- /dev/null +++ b/gamedir/Data-UB/Scripts/strategicmap.lua @@ -0,0 +1,247 @@ +--[[ +Global: + +guiNumWorldItems + +]] + +Items = { + MONEY = 219, +} + +SectorY = { + MAP_ROW_A = 1, + MAP_ROW_B = 2, + MAP_ROW_C = 3, + MAP_ROW_D = 4, + MAP_ROW_E = 5, + MAP_ROW_F = 6, + MAP_ROW_G = 7, + MAP_ROW_H = 8, + MAP_ROW_I = 9, + MAP_ROW_J = 10, + MAP_ROW_K = 11, + MAP_ROW_L = 12, + MAP_ROW_M = 13, + MAP_ROW_N = 14, + MAP_ROW_O = 15, + MAP_ROW_P = 16, +} + +EventTypes = { + EVENT_SET_BY_NPC_SYSTEM = 27, +} + +qStatus = { +QUESTNOTSTARTED =0, +QUESTINPROGRESS = 1, +QUESTDONE = 2, +} + +Quests = { + QUEST_DELIVER_LETTER = 0, + QUEST_FOOD_ROUTE = 1, + QUEST_KILL_TERRORISTS = 2, + QUEST_KINGPIN_IDOL = 3, + QUEST_KINGPIN_MONEY = 4, + QUEST_RUNAWAY_JOEY = 5, + QUEST_RESCUE_MARIA = 6, + QUEST_CHITZENA_IDOL = 7, + QUEST_HELD_IN_ALMA = 8, + QUEST_INTERROGATION = 9, + QUEST_ARMY_FARM = 10, + QUEST_FIND_SCIENTIST = 11, + QUEST_DELIVER_VIDEO_CAMERA = 12, + QUEST_BLOODCATS = 13, + QUEST_FIND_HERMIT = 14, + QUEST_CREATURES = 15, + QUEST_CHOPPER_PILOT = 16, + QUEST_ESCORT_SKYRIDER = 17, + QUEST_FREE_DYNAMO = 18, + QUEST_ESCORT_TOURISTS = 19, + QUEST_FREE_CHILDREN = 20, + QUEST_LEATHER_SHOP_DREAM = 21, +-- QUEST_KILL_DEIDRANNA = 25, -- JA2 + +-- UB Quests + QUEST_DESTROY_MISSLES = 23, + QUEST_FIX_LAPTOP = 24, + QUEST_GET_RID_BLOODCATS_AT_BETTYS = 25, + QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL = 26, +} + +Facts = { + FACT_MUSEUM_ALARM_WENT_OFF = 278, + FACT_KINGPIN_KNOWS_MONEY_GONE = 103, + FACT_KINGPIN_DEAD = 308, + FACT_ALL_TERRORISTS_KILLED = 156, +} + +local KINGPIN_MONEY_SECTOR_X = 5 +local KINGPIN_MONEY_SECTOR_Y = 4 -- MAP_ROW_D +local KINGPIN_MONEY_SECTOR_Z = 1 + +local HOSPITAL_SECTOR_X = 8 +local HOSPITAL_SECTOR_Y = 6 -- MAP_ROW_F +local HOSPITAL_SECTOR_Z = 0 + +History = { + HISTORY_ENTERED_HISTORY_MODE = 0, + HISTORY_HIRED_MERC_FROM_AIM = 1, + HISTORY_HIRED_MERC_FROM_MERC = 2, + HISTORY_MERC_KILLED = 3, + HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4, + HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5, + HISTORY_CHARACTER_GENERATED = 6, + HISTORY_PURCHASED_INSURANCE = 7, + HISTORY_CANCELLED_INSURANCE = 8, + HISTORY_INSURANCE_CLAIM_PAYOUT = 9, + HISTORY_EXTENDED_CONTRACT_1_DAY = 10, + HISTORY_EXTENDED_CONTRACT_1_WEEK = 11, + HISTORY_EXTENDED_CONTRACT_2_WEEK = 12, + HISTORY_MERC_FIRED = 13, + HISTORY_MERC_QUIT = 14, + HISTORY_QUEST_STARTED = 15, + HISTORY_QUEST_FINISHED = 16, + HISTORY_TALKED_TO_MINER = 17, + HISTORY_LIBERATED_TOWN = 18, + HISTORY_CHEAT_ENABLED = 19, + HISTORY_TALKED_TO_FATHER_WALKER = 20, + HISTORY_MERC_MARRIED_OFF = 21, + HISTORY_MERC_CONTRACT_EXPIRED = 22, + HISTORY_RPC_JOINED_TEAM = 23, + HISTORY_ENRICO_COMPLAINED = 24, + HISTORY_WONBATTLE = 25, + HISTORY_MINE_RUNNING_OUT = 26, + HISTORY_MINE_RAN_OUT = 27, + HISTORY_MINE_SHUTDOWN = 28, + HISTORY_MINE_REOPENED = 29, + HISTORY_DISCOVERED_TIXA = 30, + HISTORY_DISCOVERED_ORTA = 31, + HISTORY_GOT_ROCKET_RIFLES = 32, + HISTORY_DEIDRANNA_DEAD_BODIES = 33, + HISTORY_BOXING_MATCHES = 34, + HISTORY_SOMETHING_IN_MINES = 35, + HISTORY_DEVIN = 36, + HISTORY_MIKE = 37, + HISTORY_TONY = 38, + HISTORY_KROTT = 39, + HISTORY_KYLE = 40, + HISTORY_MADLAB = 41, + HISTORY_GABBY = 42, + HISTORY_KEITH_OUT_OF_BUSINESS = 43, + HISTORY_HOWARD_CYANIDE = 44, + HISTORY_KEITH = 45, + HISTORY_HOWARD = 46, + HISTORY_PERKO = 47, + HISTORY_SAM = 48, + HISTORY_FRANZ = 49, + HISTORY_ARNOLD = 50, + HISTORY_FREDO = 51, + HISTORY_RICHGUY_BALIME = 52, + HISTORY_JAKE = 53, + HISTORY_BUM_KEYCARD = 54, + HISTORY_WALTER = 55, + HISTORY_DAVE = 56, + HISTORY_PABLO = 57, + HISTORY_KINGPIN_MONEY = 58, + HISTORY_WON_BOXING = 59, + HISTORY_LOST_BOXING = 60, + HISTORY_DISQUALIFIED_BOXING = 61, + HISTORY_FOUND_MONEY = 62, + HISTORY_ASSASSIN = 63, + HISTORY_LOSTTOWNSECTOR = 64, + HISTORY_DEFENDEDTOWNSECTOR = 65, + HISTORY_LOSTBATTLE = 66, + HISTORY_FATALAMBUSH = 67, + HISTORY_WIPEDOUTENEMYAMBUSH = 68, + HISTORY_UNSUCCESSFULATTACK = 69, + HISTORY_SUCCESSFULATTACK = 70, + HISTORY_CREATURESATTACKED = 71, + HISTORY_KILLEDBYBLOODCATS = 72, + HISTORY_SLAUGHTEREDBLOODCATS = 73, + HISTORY_NPC_KILLED = 74, + HISTORY_GAVE_CARMEN_HEAD = 75, + HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76, + HISTORY_MERC_KILLED_CHARACTER = 77, +} + +function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ ) + +end + +function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ ) + +local pSoldier + +-- JA2 +--[[ + if ( sOldSectorX == KINGPIN_MONEY_SECTOR_X and sOldSectorY == KINGPIN_MONEY_SECTOR_Y and bOldSectorZ == KINGPIN_MONEY_SECTOR_Z ) then + CheckForKingpinsMoneyMissing( true ) + end + + if ( sOldSectorX == 13 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 and CheckFact( Facts.FACT_CONRAD_SHOULD_GO,0 ) == true) then + -- remove Conrad from the map + SetCharacterSectorX(Profil.CONRAD, 0) + SetCharacterSectorY(Profil.CONRAD, 0) + end + + if ( sOldSectorX == HOSPITAL_SECTOR_X and sOldSectorY == HOSPITAL_SECTOR_Y and bOldSectorZ == HOSPITAL_SECTOR_Z ) then + CheckForMissingHospitalSupplies() + end + + -- reset the state of the museum alarm for Eldin's quotes + SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF ) +]] + + -- UB + + if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then + -- remove Jerry from the map + SetCharacterSectorX( 76, 0) + SetCharacterSectorY( 76, 0) + end + + -- if the player is leaving a sector with Tex in it + if ( sOldSectorX == CheckCharacterSectorX(64) and sOldSectorY == CheckCharacterSectorY(64) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 64 ) > 0 ) then + + pSoldier = FindSoldierByProfileID( 64 ) -- TEX + + -- if the npc isnt on the players team AND the player has never spoken to them + if ( pSoldier == nil and CheckLastDateSpokenTot( 64 ) > 0 ) then + + --remove Tex from the map + SetCharacterSectorX( 64, 0) + SetCharacterSectorY( 64, 0) + end + end + + -- if the player is leaving a sector with John kulba in it + if ( sOldSectorX == CheckCharacterSectorX(62) and sOldSectorY == CheckCharacterSectorY(62) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 62 ) > 0 ) then + + pSoldier = FindSoldierByProfileID( 62 ) -- John + + -- if the npc isnt on the players team AND the player has never spoken to them + if ( pSoldier == nil and CheckLastDateSpokenTot( 62 ) > 0 ) then + + --remove Tex from the map + SetCharacterSectorX( 62, 0) + SetCharacterSectorY( 62, 0) + end + end + + -- if the player is leaving a sector with Manuel in it + if ( sOldSectorX == CheckCharacterSectorX(60) and sOldSectorY == CheckCharacterSectorY(60) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 60 ) > 0 ) then + + pSoldier = FindSoldierByProfileID( 60 ) -- John + + -- if the npc isnt on the players team AND the player has never spoken to them + if ( pSoldier == nil and CheckLastDateSpokenTot( 60 ) > 0 ) then + + --remove Tex from the map + SetCharacterSectorX( 60, 0) + SetCharacterSectorY( 60, 0) + end + end + +end \ No newline at end of file diff --git a/gamedir/Data-UB/Scripts/undergroundsectornames.lua b/gamedir/Data-UB/Scripts/undergroundsectornames.lua new file mode 100644 index 000000000..3c4dab6dc --- /dev/null +++ b/gamedir/Data-UB/Scripts/undergroundsectornames.lua @@ -0,0 +1,31 @@ +--[[ + + This file (or its localized versions respectively) are included in + "initunderground.lua" to provide the underground sector names. + + Make sure to save this file as UTF-8, preferably with BOM signature in + order to help editors to not mess up the encoding. Also make sure to not + save BOM in any other script unless it explicitly allows that. + +]] + +sectornames = { + + ["I13-1"] = "unknown", + + ["J13-1"] = "Abandoned Mine", + + ["J14-1"] = "unknown", + + ["K14-1"] = "Tunnel", + + ["K15-1"] = "Complex", + + ["K15-2"] = "Complex", + + ["L15-2"] = "Complex", + + ["L15-3"] = "Complex", + + creatureLair = "Creature Lair", +} diff --git a/gamedir/Data-UB/Skills_Settings.INI b/gamedir/Data-UB/Skills_Settings.INI new file mode 100644 index 000000000..cd2df4888 --- /dev/null +++ b/gamedir/Data-UB/Skills_Settings.INI @@ -0,0 +1,710 @@ +; ; +; ***** *** * * ***** *** ; +; * * * * * * * * ; +; * *** * * * * *** ; +; * * * ***** * * * ; +; * * * * * * * *** ; +; ; +;*********************************; + +[Generic Traits Settings] + +;****************************************************************************************************************************** +; !IMPORTANT! - all following settings only work in games, where "New Trait System" was chosen. +;------------------------------------------------------------------------------------------------------------------------------ + +;****************************************************************************************************************************** +; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.) +; Values from 2 to 30 are allowed. +; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_NUMBER_OF_TRAITS = 3 + +; Number of Major Trait slots allowed for player mercs. +; Values from 2 to 20 are allowed. +NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2 + + +; Allow Dr.Q to have one more trait? (giving him Martial Arts + Paramedic + Night Ops) +ALLOW_EXCEPTION_FOR_DR_Q = TRUE + + +; Do traits set minimum attributes when selected? +SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE + + +;****************************************************************************************************************************** +; The following modifiers simply affects relevant weapons CtH (or dodging) +; keep in mind that all of this can be compensated through skill traits +;------------------------------------------------------------------------------------------------------------------------------ + +ASSAULT_RIFLES_CTH_MODIFIER = -5 +SNIPER_RIFLES_CTH_MODIFIER = -10 +RIFLES_CTH_MODIFIER = -5 +SMGS_CTH_MODIFIER = -5 +LMGS_CTH_MODIFIER = -10 +SHOTGUNS_CTH_MODIFIER = -5 +PISTOLS_CTH_MODIFIER = -5 +MACHINE_PISTOLS_CTH_MODIFIER = -5 +ROCKET_LAUNCHERS_CTH_MODIFIER = -25 +GRENADE_LAUNCHERS_CTH_MODIFIER = -25 +MORTAR_CTH_MODIFIER = -60 +THROWING_KNIVES_CTH_MODIFIER = -15 +THROWING_GRENADES_CTH_MODIFIER = -10 +HTH_ATTACK_CTH_MODIFIER = -15 +CHANCE_TO_DODGE_HTH_MODIFIER = -10 +KNIFE_ATTACK_CTH_MODIFIER = -10 +CHANCE_TO_DODGE_KNIFE_MODIFIER = -10 + +;****************************************************************************************************************************** +; basic modifier to robot's CtH (technicians can compensate this) +;------------------------------------------------------------------------------------------------------------------------------ + +ROBOT_CTH_MODIFIER = -10 + +;****************************************************************************************************************************** +; CtH penalty to both shots if firing two weapons +;------------------------------------------------------------------------------------------------------------------------------ + +DUAL_SHOT_CTH_PENALTY = 25 + +;****************************************************************************************************************************** +; The following affects how much stamina is lost for relevant close combat attacks +; (zero is normal, minus means less breath lost than normal), keep in mind that +; martial arts can compensate this +;------------------------------------------------------------------------------------------------------------------------------ + +PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER = -10 +PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER = -25 +PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER = -20 + +;****************************************************************************************************************************** +; this controls how many APs the aimed punches or knife-stabs cost +; The modifier presents a number multiplied by basic aim-click AP cost (usually 4) added +; to the original punch/stab APs. +; So "3" set here means +12 APs on top of basic punch/stab APs. +;------------------------------------------------------------------------------------------------------------------------------ + +MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS = 3 +MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS = 3 + +;****************************************************************************************************************************** +; decreases/increases effectiveness of certain assignments (compensated by some traits) +; negative value makes the assignment harder and vice versa +;------------------------------------------------------------------------------------------------------------------------------ + +DOCTORING_SPEED_MODIFIER = -25 +BANDAGING_SPEED_MODIFIER = -25 +REPAIRING_SPEED_MODIFIER = -25 +TRAIN_MILITIA_MODIFIER = -10 +TEACHING_OTHERS_MODIFIER = -15 +LOCKPICKING_CHECK_MODIFIER = -10 + +;****************************************************************************************************************************** +; Modifiers for certain skill checks, negative values make the check harder +;------------------------------------------------------------------------------------------------------------------------------ + +ATTACHING_DETONATORS_CHECK_MODIFIER = -15 +SET_EXPLOSIVES_CHECK_MODIFIER = -15 +DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER = -15 +DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER = -15 +ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER = -15 + +;****************************************************************************************************************************** +; Damage resistance of tanks can be changed here, zero means normal, it is set to 40 by default +; to make Heavy Weapons trait more useful +;------------------------------------------------------------------------------------------------------------------------------ + +TANKS_DAMAGE_RESISTANCE_MODIFIER = 40 + +;****************************************************************************************************************************** +; This is the minimum damage a soldier can receive for stat loss to occur. +; The chance to loose any stat is also measured by this. +; Normally this was 30, we set it to half by default in STOMP, because we can repair stats now with doctor trait +;------------------------------------------------------------------------------------------------------------------------------ + +DAMAGE_NEEDED_TO_LOSE_STATS = 15 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Auto Weapons] + +; Percentage APs reduction needed to fire LMGs on burst or autofire modes +FIRING_SPEED_BONUS_LMGS = 10 + +; CtH bonuses for specialization +BONUS_CTH_ASSAULT_RIFLES = 5 +BONUS_CTH_SMGS = 5 +BONUS_CTH_LMGS = 5 + +; Percentage reduction of auto fire penalty +AUTOFIRE_PENALTY_REDUCTION = 30 + +; Increased autofire control +; (in Ja2 1.13 this was 2, but better keep it around 4) +UNWANTED_BULLETS_REDUCTION = 5 + +; Percentage reduction for APs needed to ready/raise LMGs +PERCENT_AP_READY_LMG_REDUCTION = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Heavy Weapons] + +; Increased speed by percentage when firing +GRENADE_LAUNCHERS_FIRE_AP_REDUCTION = 20 +ROCKET_LAUNCHERS_FIRE_AP_REDUCTION = 20 + +; CtH bonuses +BONUS_CTH_GRENADE_LAUNCHERS = 25 +BONUS_CTH_ROCKET_LAUNCHERS = 25 + +; Percentage APs reduction needed to fire mortar +MORTAR_FIRE_AP_REDUCTION = 10 + +; Mortar CtH penalty percentage adjustment +MORTAR_CTH_PENALTY_REDUCTION = 50 + +; Damage to tanks increased by percentage +DAMAGE_TO_TANKS_PERCENT_BONUS = 30 + +; General damage except tanks increased by percentage +HW_DAMAGE_PERCENT_BONUS = 15 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Sniper] + +; CtH bonus for specialization +BONUS_CTH_RIFLES = 5 +BONUS_CTH_SNIPER_RIFLES = 10 + +; Reduced effective range to target for aim calculations +EFFECTIVE_RANGE_TO_TARGET_REDUCTION = 5 + +; Bonus to CtH per click for rifles +AIMING_BONUS_PER_CLICK_RIFLES = 10 + +; These two determines damage bonus beyond certain number of clicks. The second value means +; from which click included the damage bonus applies, can be also set to zero meaning you gain +; the bonus even without aiming +GUN_DAMAGE_BONUS_PER_CLICK = 5 +GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 3 + +; Percentage bonus to speed when chambering new round in bolt action rifles +CHAMBER_ROUND_APS_REDUCTION = 25 + +; Bonus aim clicks for rifles (you should keep dynamic aiming +; ON for this to make sense) +POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Ranger] + +; CtH bonus for specialization +BONUS_CTH_RIFLES = 5 +BONUS_CTH_SHOTGUNS = 10 + +; Percentage APs reduction needed to pump shotguns +PUMP_SHOTGUNS_APS_REDUCTION = 25 + +; Strategic map travel speed increased by a percentage if a ranger is present in group +GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20 +GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10 +; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses, +; 1 Ranger + 1 Hunter = 3 bonuses etc.) +MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2 + +; Percentage reduction of stamina burn when travelling +; (This only applies for ranger himself.) +ENERGY_SPENT_TRAVEL_REDUCTION = 35 + +; Percentage of weather penalties reduced +WEATHER_PENALTIES_REDUCTION = 25 + +; Percentage of ranger camouflage effectiveness increased +; +;CAMO_EFFECTIVENESS_BONUS_PERCENT = 10 + +; Camouflage wear out percentage speed reduction +CAMO_WORNOUT_SPEED_REDUCTION = 50 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Gunslinger] + +; CtH bonus for specialization +BONUS_CTH_PISTOLS = 10 +BONUS_CTH_MACHINE_PISTOLS = 5 +; If this is true, the above bonus to CtH for machine pistols only applies on single shots +CTH_MP_EXCLUDE_AUTOFIRE = TRUE + +; Bonus to CtH per click with pistols and machine pistols +AIMING_BONUS_PER_CLICK_HANDGUNS = 5 + +; Percentage APs reduction needed to fire pistols and revolvers +; You should consider that "15" means that expert gunslinger has the same bonus to firing +; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount +; reflex sights, this gives them at least some compensation +FIRING_SPEED_BONUS_PISTOLS = 15 + +; Percentage bonus to pistols range +; (Well, this bonus can look weird, I know..) +FEFFECTIVE_RANGE_BONUS_PISTOLS = 10 + +; Percentage APs reduction needed to ready/raise pistols and revolvers +PERCENT_AP_READY_PISTOLS_REDUCTION = 15 + +; Percentage APs reduction needed to reload pistols and such +RELOAD_SPEED_HANDGUNS_BONUS = 25 + +; This option increases possible aiming clicks for handguns (you should keep dynamic aiming +; restriction ON for this to make sense) +POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Martial Arts] + +; Percentage APs reduction needed for a HtH attack. +; Doesn't work if you have weapon in your hands such as nunchaku/baton. Only brass knuckles +; are allowed for this. +PUNCH_APS_REDUCTION = 15 + +; CtH bonus for specialization with bare hands +BONUS_CTH_BARE_HANDS = 30 +; CtH bonus for specialization with brass knuckles +BONUS_CTH_KNUCKLES = 25 + +; Percent bonus to HtH damage +BONUS_HTH_DAMAGE = 30 +; Percentage bonus to target's energy loss due to your HtH attacks +BONUS_HTH_BREATH_DAMAGE = 15 + +; This option controls how long it takes the enemy before they start to regain their lost energy +; when hit by your martial artist. "100" means they are knocked out and the enemy can stay down even 12 +; turns before getting up. +LOST_BREATH_REGAIN_PENALTY = 100 + +; Percentage bonus to damage dealt with aimed punches or spinning kicks +AIMED_PUNCH_DAMAGE_BONUS = 75 + +; CtH bonus with aimed punches or spinning kicks. +; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that +; for martial artists here as you like. (I would prefer to make it slightly lesser accurate to +; compensate the huge damage it deals.) +AIMED_PUNCH_CTH_MODIFIER = 0 + +; Bonus chance to dodge HtH attacks no matter what you're carrying in your hands +BONUS_CHANCE_TO_DODGE_HTH = 30 + +; Extra chance to dodge if bare handed +ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS = 5 +; Extra chance to dodge if wielding brass knuckles +ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES = 0 + +; Extra chance to dodge blades and blunt melee weapons +BONUS_CHANCE_TO_DODGE_MELEE = 20 + +; Percentage APs reduction when grabbing enemy weapons from their hands +APS_TO_STEAL_WEAPON_REDUCTION = 25 + +; Percentage APs reduction needed to crouch, go prone, and stand up +APS_CHANGE_STANCE_REDUCTION = 25 +; Percentage APs reduction needed to turn around +APS_TURN_AROUND_REDUCTION = 25 +; Percentage APs reduction needed to climb on/off roofs and jump fences +APS_CLIMB_OR_JUMP_REDUCTION = 25 + +; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System) +REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35 + +; Extra chance to knock open doors +CHANCE_KICK_DOORS_BONUS = 25 + +; If set to true, you may gain fancy martial arts animations only if chosen "Martial Arts" as both major traits +PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY = TRUE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Squadleader] + +; Determines the proximity mercs have to be in order to receive bonuses from the squadleader (in tiles) +BONUSES_RADIUS_NORMAL = 10 +; If both squadleader and the soldier wear extended ears(or similar devices), the proximity is increased to this value tiles +BONUSES_RADIUS_EXTENDED_EAR = 20 + +; Max number of active bonuses from squadleaders/deputies for a single soldier +MAX_STACKABLE_BONUSES = 3 + +; Percentage bonus for mercs' max APS in squadleader's vicinity +BONUS_APS_PERCENT_IN_RADIUS = 5 + +; Bonus to XP level for mercs in squadleader's vicinity +EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1 + +; Effective level value of squadleader is increased by this value when acting as "psychic support" for suppression tolerance of nearby soldiers +; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini) +EFFECTIVE_LEVEL_AS_STANDBY = 1 + +; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only) +TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20 + +; Bonus to suppression tolerance for the squadleader and teammates in his vicinity +OVERALL_SUPRESSION_BONUS_PERCENT = 20 + +; Bonus to morale gain for mercs in vicinity +MORALE_GAIN_BONUS = 1 + +; Morale goes down slower if squadleader is in vicinity +MORALE_LOSS_REDUCTION = 1 + +; Squadleader's resistance to fear percentage +SL_FEAR_RESISTANCE = 50 + +; Multiplier effecting morale loss in case of squadleader's death +SL_DEATH_MORALE_LOSS_MULTIPLIER = 1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Technician] + +; Percentage bonus to repair speed +REPAIR_SPEED_BONUS_PERCENT = 25 + +; Percentage bonus to lockpicking including electronic locks +LOCKPICKING_BONUS = 30 + +; Percentage bonus to disarming electronic traps +DISARMING_ELECTRONIC_TRAPS_BONUS = 40 + +; Percentage bonus to attaching and merging items +COMBINING_ITEMS_BONUS = 40 + +; Percentage bonus to unjamming weapons +UNJAMMING_GUN_BONUS = 20 + +; Penalty to repair speed of electronics is reduced by this percentage +REPAIR_ELECTRONICS_PENALTY_REDUCTION = 50 + +; Increases the chance to find hidden traps and mines +EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS = 2 + +; Bonus CtH when controlling the robot +ROBOT_CTH_BONUS = 10 + +; Repairing speed of the robot is penalized, but this number reduces percentually this penalty +REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33 + +; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only) +NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Doctor] + +; How many doctor traits are needed to be able to perform surgery. +; Value can be 0, 1 or 2 : +; 0 - Everyone can do a surgery, but can only heal BASE_PERCENT_SURGERY_HEAL percent of lost health +; 1 - Only Paramedics and doctors can perform the surgery +; 2 - Only Doctors can perform the surgery +NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1 + +; How many life can be restored by surgery from every wound is based on these two values. +; The percent health healable is : ( base_percent_surgery_heal + * ontop_percent_surgery_heal_per_trait ) +BASE_PERCENT_SURGERY_HEAL = 10 +ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20 + +; Determines the percentage of medical supplies are used for surgery +MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100 + +; Pacients stamina points lost per percents of life point healed +MAX_ENERGY_LOSS_FOR_LIFE_HEALED = 100 + +; The speed rateof stat repairing is : ( repair_stats_rate_basic + * repair_stats_rate_ontop ) +; (With values 20 and 40, this means that paramedic has a rate of 60, Doctor a rate of 100.) +REPAIR_STATS_RATE_BASIC = 20 +REPAIR_STATS_RATE_ONTOP = 40 + +; Percentage reduction of repairing lost stats speed if healing health at the same time +REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING = 50 + +; Percentage reduction of healing health speed if repairing lost stats at the same time +HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS = 50 + +; Display message about regaining stats +SHOW_MESSAGE_ABOUT_STATS_REGAINED = TRUE + +; Percentage bonus to doctor assignment effectiveness +DOCTOR_ASSIGNMENT_BONUS_PERCENT = 25 + +; Percentage bonus to bandaging speed +BANDAGING_SPEED_PERCENT = 30 + +; Percentage bonus to natural regeneration speed for other mercs in the same sector +NATURAL_REGENERATION_IN_SECTOR_BONUS = 10 + +; Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs +MAX_NATURAL_REGEN_BONUSES = 4 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Ambidextrous] + +; CtH penalty when dual shooting is reduced by this many percents +PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100 + +; Percentage bonus to reload speed for all magazine weapons +RELOAD_SPEED_WITH_MAGAZINE_BONUS = 20 + +; Percentage bonus to reload speed for all loose rounds weapons +RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 33 + +; Percentage bonus to item pickup speed +PICK_ITEM_AP_REDUCTION = 33 + +; Percentage bonus to speed when using a backpack +WORK_BACKPACK_AP_REDUCTION = 33 + +; Percentage bonus to speed when handling doors +HANDLE_DOORS_AP_REDUCTION = 33 + +; Percentage bonus to speed when using bombs +HANDLE_BOMBS_AP_REDUCTION = 33 + +; Percentage bonus to speed when merging items +ATTACH_ITEMS_AP_REDUCTION = 33 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Melee] + +; Percentage bonus to speed when using blades +BLADE_ATTACK_APS_REDUCTION = 20 + +; CtH bonus when using blades +CTH_BLADES_BONUS = 35 + +; CtH bonus when using blunt weapons (except brass knuckles) +CTH_BLUNT_WEAPONS_BONUS = 25 + +; Percentage bonus to damage when using all blades +DAMAGE_BONUS_BLADES = 30 + +; Percentage bonus to damage when using blunt weapons (except brass knuckles) +DAMAGE_BONUS_BLUNT_WEAPONS = 30 + +; Percentage bonus to damage when using an aimed attack in melee +AIMED_MELEE_ATTACK_DAMAGE_BONUS = 60 + +; Percentage bonus to dodge a blade attack +BONUS_CHANCE_TO_DODGE_BLADES = 30 + +; Extra Percentage bonus to dodge a blade attack if wielding a blade +ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE = 20 + +; Percentage bonus to dodge a blunt weapon attack +BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS = 20 + +; Extra Percentage bonus to dodge a blunt weapon attack if wielding a blade +ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Throwing] + +; Percentage bonus to speed when throwing blades +THROW_BLADE_APS_REDUCTION = 20 + +; Percentage bonus to max range when throwing blades +TH_BLADES_RANGE_BONUS = 15 + +; CtH bonus when throwing blades +TH_BLADES_CTH_BONUS = 25 + +; CtH bonus per aim click +TH_BLADES_CTH_BONUS_PER_AIM_CLICK = 5 + +; Percentage bonus to damage when throwing blades +TH_BLADES_DAMAGE_BONUS = 15 + +; Percentage bonus to damage per aim click when throwing blades +TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK = 10 + +; Percentage bonus to inflict a critical hit when throwing blades if not detected by enemy +TH_BLADES_SILENT_CRITICAL_HIT_CHANCE = 20 + +; Critical hit damage multiplier bonus +SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1 + +; Bonus aim clicks when throwing knives +POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Night Ops] + +; Bonus to sight range in dark +SIGHT_RANGE_BONUS_IN_DARK = 1 + +; General bonus to hearing range (everytime) +BASIC_HEARING_RANGE_BONUS = 1 + +; Added hearing range bonus when on dark places +ONTOP_HEARING_RANGE_BONUS_IN_DARK = 2 + +;Increased chance to get interrupts during night time +INTERRUPTS_BONUS_IN_DARK = 2 + +;Stamina burn decreased +NEED_FOR_SLEEP_REDUCTION = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Stealthy] + +; The amount of APs added for sneaking is reduced by this percentage +STEALTH_MODE_SPEED_BONUS = 50 + +; Percentage bonus to move silently +BONUS_TO_MOVE_STEALTHILY = 40 + +; Percentage bonus to overall stealth, which gives better cover. +STEALTH_BONUS = 25 + +; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System) +REDUCED_CHANCE_TO_BE_INTERRUPTED = 30 + +; Cover penalty for moving is reduced by this value percentually +CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Athletics] + +; Percentage bonus when moving +APS_NEED_FOR_MOVEMENT_REDUCTION = 25 + +; Percentage bonus to stamina burn when moving +BPS_SPENT_FOR_MOVEMENT_REDUCTION = 33 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Bodybuilding] + +; Percentage bonus to damage resistance +DAMAGE_RESISTANCE = 25 + +; Percentage bonus to max carrying weight capacity +CARRY_WEIGHT_BONUS = 30 + +; Percentage reduction of stamina loss when hit by HtH attack +BREATH_LOSS_FOR_HTH_HIT_REDUCTION = 50 + +; Percentage bonus to knock down resistance if hit in legs +INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Demolitions] + +; Bonus CtH when throwing grenades +CTH_WHEN_THROWING_GRENADES = 30 + +; Percentage APs reduction when throwing grenades +APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25 + +; Percentage bonus to max range when throwing grenades +MAX_RANGE_TO_THROW_GRENADES = 20 + +; Percentage bonus to damage inflicted by bombs and mines +DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25 + +; Percentage bonus to attaching detonators to bombs +ATTACH_DETONATOR_CHECK_BONUS = 50 + +; Percentage bonus when planting bombs and mines +PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS = 50 + +; Makes bombs and mines harder to detect by enemies +PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS = 5 + +; Increased chance of using shaped charge successfully +SHAPED_CHARGE_DAMAGE_MULTIPLIER = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Teaching] + +; Percentage bonus to speed when training militia +BONUS_TO_TRAIN_MILITIA = 40 + +; Percentage bonus to leadership when determining effectiveness +EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING = 40 + +; Percentage bonus to speed when teaching other mercs +BONUS_TO_TEACH_OTHER_MERCS = 40 + +; Bonus points to skill when teaching said skill +EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS = 25 + +; Percentage bonus to speed when practicing self. +BONUS_ON_PRACTISING = 25 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Scouting] + +; Bonus to sight range when using stand alone scopes or binoculars +SIGHT_RANGE_INCREASED_WITH_BINOCULARS = 40 + +; Bonus to sight range with scopes attached to weapons +SIGHT_RANGE_INCREASED_WITH_SCOPES = 10 + +; Percentage reduction to tunnel vision when using binoculars or stand alone scopes +TUNNEL_VISION_REDUCED_WITH_BINOCULARS = 20 + +; Ability to detect enemy presence in adjacent sectors +CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE + +; Ability to determine exact enemy numbers in adjacent sectors +CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = TRUE + +; Ability to detect enemy presence in sectors adjacent diagonally +ALLOW_DETECTION_IN_DIAGONAL_SECTORS = FALSE + +; Ability to prevent enemy ambushes +PREVENTS_ENEMY_AMBUSHES = TRUE + +; Ability to prevent bloodcat ambushes +PREVENTS_BLOODCATS_AMBUSHES = TRUE + +; Display message if an ambush has been prevented +SHOW_MESSAGE_IF_AMBUSH_PREVENTED = TRUE + + + + + + diff --git a/gamedir/Data-UB/Sounds/2AIR ESCAPING.WAV b/gamedir/Data-UB/Sounds/2AIR ESCAPING.WAV new file mode 100644 index 000000000..dd615fad0 Binary files /dev/null and b/gamedir/Data-UB/Sounds/2AIR ESCAPING.WAV differ diff --git a/gamedir/Data-UB/Sounds/AIR ESCAPING.WAV b/gamedir/Data-UB/Sounds/AIR ESCAPING.WAV new file mode 100644 index 000000000..e31100b07 Binary files /dev/null and b/gamedir/Data-UB/Sounds/AIR ESCAPING.WAV differ diff --git a/gamedir/Data-UB/Sounds/ALARMFAN.WAV b/gamedir/Data-UB/Sounds/ALARMFAN.WAV new file mode 100644 index 000000000..5e27ea9d7 Binary files /dev/null and b/gamedir/Data-UB/Sounds/ALARMFAN.WAV differ diff --git a/gamedir/Data-UB/Sounds/ALIEN IMPACT.WAV b/gamedir/Data-UB/Sounds/ALIEN IMPACT.WAV new file mode 100644 index 000000000..1df433ea6 Binary files /dev/null and b/gamedir/Data-UB/Sounds/ALIEN IMPACT.WAV differ diff --git a/gamedir/Data-UB/Sounds/BLOODCAT DYING 02.WAV b/gamedir/Data-UB/Sounds/BLOODCAT DYING 02.WAV new file mode 100644 index 000000000..8f0057a50 Binary files /dev/null and b/gamedir/Data-UB/Sounds/BLOODCAT DYING 02.WAV differ diff --git a/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_01.WAV b/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_01.WAV new file mode 100644 index 000000000..a03ca927d Binary files /dev/null and b/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_01.WAV differ diff --git a/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_02.WAV b/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_02.WAV new file mode 100644 index 000000000..7f3003991 Binary files /dev/null and b/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_02.WAV differ diff --git a/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_03.WAV b/gamedir/Data-UB/Sounds/BLOODCAT_GROWL_03.WAV new file mode 100644 index 000000000..fb6c84785 Binary files /dev/null and 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b/gamedir/Data-UB/Sounds/COW FALLING.WAV new file mode 100644 index 000000000..7785044fa Binary files /dev/null and b/gamedir/Data-UB/Sounds/COW FALLING.WAV differ diff --git a/gamedir/Data-UB/Sounds/CROUCH TO PRONE.WAV b/gamedir/Data-UB/Sounds/CROUCH TO PRONE.WAV new file mode 100644 index 000000000..844d4b07e Binary files /dev/null and b/gamedir/Data-UB/Sounds/CROUCH TO PRONE.WAV differ diff --git a/gamedir/Data-UB/Sounds/CROUCH TO STAND.WAV b/gamedir/Data-UB/Sounds/CROUCH TO STAND.WAV new file mode 100644 index 000000000..5b7e4ee57 Binary files /dev/null and b/gamedir/Data-UB/Sounds/CROUCH TO STAND.WAV differ diff --git a/gamedir/Data-UB/Sounds/CROW FLY.WAV b/gamedir/Data-UB/Sounds/CROW FLY.WAV new file mode 100644 index 000000000..51177a16f Binary files /dev/null and b/gamedir/Data-UB/Sounds/CROW FLY.WAV differ diff --git a/gamedir/Data-UB/Sounds/CROW PECKING FLESH 01.WAV b/gamedir/Data-UB/Sounds/CROW PECKING FLESH 01.WAV new file mode 100644 index 000000000..b843eec80 Binary files /dev/null and b/gamedir/Data-UB/Sounds/CROW PECKING FLESH 01.WAV differ diff --git a/gamedir/Data-UB/Sounds/CURTAINS DOOR CLOSE.WAV b/gamedir/Data-UB/Sounds/CURTAINS DOOR CLOSE.WAV new file mode 100644 index 000000000..5e7760143 Binary files /dev/null and b/gamedir/Data-UB/Sounds/CURTAINS DOOR CLOSE.WAV differ diff --git a/gamedir/Data-UB/Sounds/CURTAINS DOOR OPEN.WAV b/gamedir/Data-UB/Sounds/CURTAINS DOOR OPEN.WAV new file mode 100644 index 000000000..7e4e52259 Binary files /dev/null and b/gamedir/Data-UB/Sounds/CURTAINS DOOR OPEN.WAV differ diff --git a/gamedir/Data-UB/Sounds/DEATH DISINTEGRATION.WAV b/gamedir/Data-UB/Sounds/DEATH DISINTEGRATION.WAV new file mode 100644 index 000000000..309c4432c Binary files /dev/null and b/gamedir/Data-UB/Sounds/DEATH DISINTEGRATION.WAV differ diff --git a/gamedir/Data-UB/Sounds/DRAWER CLOSE.WAV b/gamedir/Data-UB/Sounds/DRAWER CLOSE.WAV new file mode 100644 index 000000000..4900e4143 Binary files /dev/null and b/gamedir/Data-UB/Sounds/DRAWER CLOSE.WAV differ diff --git a/gamedir/Data-UB/Sounds/DRAWER OPEN.WAV b/gamedir/Data-UB/Sounds/DRAWER OPEN.WAV new file mode 100644 index 000000000..b02cc5fdf Binary files /dev/null and b/gamedir/Data-UB/Sounds/DRAWER OPEN.WAV differ diff --git a/gamedir/Data-UB/Sounds/DRINK FROM CANTEEN MALE.WAV b/gamedir/Data-UB/Sounds/DRINK FROM CANTEEN MALE.WAV new file mode 100644 index 000000000..ef3e649ff Binary files /dev/null and b/gamedir/Data-UB/Sounds/DRINK FROM CANTEEN MALE.WAV differ diff --git a/gamedir/Data-UB/Sounds/EXPLOSION 10.WAV b/gamedir/Data-UB/Sounds/EXPLOSION 10.WAV new file mode 100644 index 000000000..ea648298e Binary files /dev/null and b/gamedir/Data-UB/Sounds/EXPLOSION 10.WAV differ diff --git a/gamedir/Data-UB/Sounds/EXPLOSION 12.WAV b/gamedir/Data-UB/Sounds/EXPLOSION 12.WAV new file mode 100644 index 000000000..541e97bec Binary files /dev/null and b/gamedir/Data-UB/Sounds/EXPLOSION 12.WAV differ diff --git a/gamedir/Data-UB/Sounds/FENCE OPEN.WAV 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b/gamedir/Data-UB/Sounds/FTP LEAVES 04.WAV differ diff --git a/gamedir/Data-UB/Sounds/GAS GRENADE EXPLODE.WAV b/gamedir/Data-UB/Sounds/GAS GRENADE EXPLODE.WAV new file mode 100644 index 000000000..ca618ff91 Binary files /dev/null and b/gamedir/Data-UB/Sounds/GAS GRENADE EXPLODE.WAV differ diff --git a/gamedir/Data-UB/Sounds/LINE 01 FX.WAV b/gamedir/Data-UB/Sounds/LINE 01 FX.WAV new file mode 100644 index 000000000..4da4039e5 Binary files /dev/null and b/gamedir/Data-UB/Sounds/LINE 01 FX.WAV differ diff --git a/gamedir/Data-UB/Sounds/LINE 02 FX.WAV b/gamedir/Data-UB/Sounds/LINE 02 FX.WAV new file mode 100644 index 000000000..336798fef Binary files /dev/null and b/gamedir/Data-UB/Sounds/LINE 02 FX.WAV differ diff --git a/gamedir/Data-UB/Sounds/LINE 03 FX.WAV b/gamedir/Data-UB/Sounds/LINE 03 FX.WAV new file mode 100644 index 000000000..2cc062116 Binary files /dev/null and b/gamedir/Data-UB/Sounds/LINE 03 FX.WAV differ diff --git a/gamedir/Data-UB/Sounds/LOAD MORTAR.WAV b/gamedir/Data-UB/Sounds/LOAD MORTAR.WAV new file mode 100644 index 000000000..476c1f181 Binary files /dev/null and b/gamedir/Data-UB/Sounds/LOAD MORTAR.WAV differ diff --git a/gamedir/Data-UB/Sounds/LOCKER DOOR CLOSE.WAV b/gamedir/Data-UB/Sounds/LOCKER DOOR CLOSE.WAV new file mode 100644 index 000000000..f1493ca79 Binary files /dev/null and b/gamedir/Data-UB/Sounds/LOCKER DOOR CLOSE.WAV differ diff --git a/gamedir/Data-UB/Sounds/LOCKER DOOR OPEN.WAV b/gamedir/Data-UB/Sounds/LOCKER DOOR OPEN.WAV new file mode 100644 index 000000000..874e6310b Binary files /dev/null and b/gamedir/Data-UB/Sounds/LOCKER DOOR OPEN.WAV differ diff --git a/gamedir/Data-UB/Sounds/METAL ANTENNA CRUNCH.WAV b/gamedir/Data-UB/Sounds/METAL ANTENNA CRUNCH.WAV new file mode 100644 index 000000000..a038e5d93 Binary files /dev/null and b/gamedir/Data-UB/Sounds/METAL ANTENNA CRUNCH.WAV differ diff --git a/gamedir/Data-UB/Sounds/METAL DOOR CLOSE.WAV b/gamedir/Data-UB/Sounds/METAL DOOR CLOSE.WAV new file mode 100644 index 000000000..563feeb7b Binary files /dev/null and b/gamedir/Data-UB/Sounds/METAL DOOR CLOSE.WAV differ diff --git a/gamedir/Data-UB/Sounds/METAL DOOR OPEN.WAV b/gamedir/Data-UB/Sounds/METAL DOOR OPEN.WAV new file mode 100644 index 000000000..65e461ddb Binary files /dev/null and b/gamedir/Data-UB/Sounds/METAL DOOR OPEN.WAV differ diff --git a/gamedir/Data-UB/Sounds/MORTAR WHISTLE.WAV b/gamedir/Data-UB/Sounds/MORTAR WHISTLE.WAV new file mode 100644 index 000000000..2697b70cd Binary files /dev/null and b/gamedir/Data-UB/Sounds/MORTAR WHISTLE.WAV differ diff --git a/gamedir/Data-UB/Sounds/PICKING SOMETHING UP.WAV b/gamedir/Data-UB/Sounds/PICKING SOMETHING UP.WAV new file mode 100644 index 000000000..10683362a Binary files /dev/null and b/gamedir/Data-UB/Sounds/PICKING SOMETHING UP.WAV differ diff --git a/gamedir/Data-UB/Sounds/POWERGENFAN.WAV b/gamedir/Data-UB/Sounds/POWERGENFAN.WAV new file mode 100644 index 000000000..db4dd7870 Binary files /dev/null and b/gamedir/Data-UB/Sounds/POWERGENFAN.WAV differ diff --git a/gamedir/Data-UB/Sounds/PRONE TO CROUCH.WAV b/gamedir/Data-UB/Sounds/PRONE TO CROUCH.WAV new file mode 100644 index 000000000..3db74b7b9 Binary files /dev/null and b/gamedir/Data-UB/Sounds/PRONE TO CROUCH.WAV differ diff --git a/gamedir/Data-UB/Sounds/QUEEN AMBIENCE.WAV b/gamedir/Data-UB/Sounds/QUEEN AMBIENCE.WAV new file mode 100644 index 000000000..58adda936 Binary files /dev/null and b/gamedir/Data-UB/Sounds/QUEEN AMBIENCE.WAV differ diff --git a/gamedir/Data-UB/Sounds/ROBOT STOP MOVING.WAV b/gamedir/Data-UB/Sounds/ROBOT STOP MOVING.WAV new file mode 100644 index 000000000..2c1d50e56 Binary files /dev/null and b/gamedir/Data-UB/Sounds/ROBOT STOP MOVING.WAV differ diff --git a/gamedir/Data-UB/Sounds/SETTING UP MORTAR.WAV b/gamedir/Data-UB/Sounds/SETTING UP MORTAR.WAV new file mode 100644 index 000000000..b75f0843e Binary files /dev/null and b/gamedir/Data-UB/Sounds/SETTING UP MORTAR.WAV differ diff --git a/gamedir/Data-UB/Sounds/SLAP 02.WAV b/gamedir/Data-UB/Sounds/SLAP 02.WAV new file mode 100644 index 000000000..b8c70fcd4 Binary files /dev/null and b/gamedir/Data-UB/Sounds/SLAP 02.WAV differ diff --git a/gamedir/Data-UB/Sounds/STAB INTO FLESH.WAV b/gamedir/Data-UB/Sounds/STAB INTO FLESH.WAV new file mode 100644 index 000000000..c5aeff293 Binary files /dev/null and b/gamedir/Data-UB/Sounds/STAB INTO FLESH.WAV differ diff --git a/gamedir/Data-UB/Sounds/STAND TO CROUCH.WAV b/gamedir/Data-UB/Sounds/STAND TO CROUCH.WAV new file mode 100644 index 000000000..6cb8655ad Binary files /dev/null and b/gamedir/Data-UB/Sounds/STAND TO CROUCH.WAV differ diff --git a/gamedir/Data-UB/Sounds/TANK TURRET A.WAV b/gamedir/Data-UB/Sounds/TANK TURRET A.WAV new file mode 100644 index 000000000..f7104f369 Binary files /dev/null and b/gamedir/Data-UB/Sounds/TANK TURRET A.WAV differ diff --git a/gamedir/Data-UB/Sounds/TANK TURRET B.WAV b/gamedir/Data-UB/Sounds/TANK TURRET B.WAV new file mode 100644 index 000000000..cb070ea06 Binary files /dev/null and b/gamedir/Data-UB/Sounds/TANK TURRET B.WAV differ diff --git a/gamedir/Data-UB/Sounds/TOILETFLUSH.WAV b/gamedir/Data-UB/Sounds/TOILETFLUSH.WAV new file mode 100644 index 000000000..ce4baa1e7 Binary files /dev/null and b/gamedir/Data-UB/Sounds/TOILETFLUSH.WAV differ diff --git a/gamedir/Data-UB/Sounds/WATER MOVEMENT 01.WAV b/gamedir/Data-UB/Sounds/WATER MOVEMENT 01.WAV new file mode 100644 index 000000000..bc1d529cf Binary files /dev/null and b/gamedir/Data-UB/Sounds/WATER MOVEMENT 01.WAV differ diff --git a/gamedir/Data-UB/Sounds/WATER MOVEMENT 02.WAV b/gamedir/Data-UB/Sounds/WATER MOVEMENT 02.WAV new file mode 100644 index 000000000..ca0c5f890 Binary files /dev/null and b/gamedir/Data-UB/Sounds/WATER MOVEMENT 02.WAV differ diff --git a/gamedir/Data-UB/Sounds/WATER MOVEMENT 03.WAV b/gamedir/Data-UB/Sounds/WATER MOVEMENT 03.WAV new file mode 100644 index 000000000..ee59abdbe Binary files /dev/null and b/gamedir/Data-UB/Sounds/WATER 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a/gamedir/Data-UB/Speech/062_017.WAV b/gamedir/Data-UB/Speech/062_017.WAV new file mode 100644 index 000000000..0378eed82 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_017.WAV differ diff --git a/gamedir/Data-UB/Speech/062_019.GAP b/gamedir/Data-UB/Speech/062_019.GAP new file mode 100644 index 000000000..b56955b83 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_019.GAP differ diff --git a/gamedir/Data-UB/Speech/062_019.WAV b/gamedir/Data-UB/Speech/062_019.WAV new file mode 100644 index 000000000..9ef550abf Binary files /dev/null and b/gamedir/Data-UB/Speech/062_019.WAV differ diff --git a/gamedir/Data-UB/Speech/062_020.GAP b/gamedir/Data-UB/Speech/062_020.GAP new file mode 100644 index 000000000..54c11afa9 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_020.GAP differ diff --git a/gamedir/Data-UB/Speech/062_020.WAV b/gamedir/Data-UB/Speech/062_020.WAV new file mode 100644 index 000000000..dc7ffd5fc Binary files /dev/null and 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files /dev/null and b/gamedir/Data-UB/Speech/062_023.GAP differ diff --git a/gamedir/Data-UB/Speech/062_023.WAV b/gamedir/Data-UB/Speech/062_023.WAV new file mode 100644 index 000000000..f9979cb89 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_023.WAV differ diff --git a/gamedir/Data-UB/Speech/062_024.GAP b/gamedir/Data-UB/Speech/062_024.GAP new file mode 100644 index 000000000..9c4c3b74b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_024.GAP differ diff --git a/gamedir/Data-UB/Speech/062_024.WAV b/gamedir/Data-UB/Speech/062_024.WAV new file mode 100644 index 000000000..3f560bd2a Binary files /dev/null and b/gamedir/Data-UB/Speech/062_024.WAV differ diff --git a/gamedir/Data-UB/Speech/062_025.GAP b/gamedir/Data-UB/Speech/062_025.GAP new file mode 100644 index 000000000..5e1e7cdf8 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_025.GAP differ diff --git a/gamedir/Data-UB/Speech/062_025.WAV b/gamedir/Data-UB/Speech/062_025.WAV new file mode 100644 index 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a/gamedir/Data-UB/Speech/062_034.GAP b/gamedir/Data-UB/Speech/062_034.GAP new file mode 100644 index 000000000..753ecbb9b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_034.GAP differ diff --git a/gamedir/Data-UB/Speech/062_034.WAV b/gamedir/Data-UB/Speech/062_034.WAV new file mode 100644 index 000000000..bba281376 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_034.WAV differ diff --git a/gamedir/Data-UB/Speech/062_035.GAP b/gamedir/Data-UB/Speech/062_035.GAP new file mode 100644 index 000000000..08e06ff6e Binary files /dev/null and b/gamedir/Data-UB/Speech/062_035.GAP differ diff --git a/gamedir/Data-UB/Speech/062_035.WAV b/gamedir/Data-UB/Speech/062_035.WAV new file mode 100644 index 000000000..0ed52b65b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_035.WAV differ diff --git a/gamedir/Data-UB/Speech/062_036.GAP b/gamedir/Data-UB/Speech/062_036.GAP new file mode 100644 index 000000000..e0ae7f1a7 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_036.GAP differ diff --git a/gamedir/Data-UB/Speech/062_036.WAV b/gamedir/Data-UB/Speech/062_036.WAV new file mode 100644 index 000000000..8a83ea8fe Binary files /dev/null and b/gamedir/Data-UB/Speech/062_036.WAV differ diff --git a/gamedir/Data-UB/Speech/062_039.GAP b/gamedir/Data-UB/Speech/062_039.GAP new file mode 100644 index 000000000..c2ee5a3b1 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_039.GAP differ diff --git a/gamedir/Data-UB/Speech/062_039.WAV b/gamedir/Data-UB/Speech/062_039.WAV new file mode 100644 index 000000000..defc7f935 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_039.WAV differ diff --git a/gamedir/Data-UB/Speech/062_040.GAP b/gamedir/Data-UB/Speech/062_040.GAP new file mode 100644 index 000000000..c97af1bf4 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_040.GAP differ diff --git a/gamedir/Data-UB/Speech/062_040.WAV b/gamedir/Data-UB/Speech/062_040.WAV new file mode 100644 index 000000000..bc6548389 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_040.WAV differ diff --git a/gamedir/Data-UB/Speech/062_041.GAP b/gamedir/Data-UB/Speech/062_041.GAP new file mode 100644 index 000000000..0aed72f1b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_041.GAP differ diff --git a/gamedir/Data-UB/Speech/062_041.WAV b/gamedir/Data-UB/Speech/062_041.WAV new file mode 100644 index 000000000..20b8a6ea4 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_041.WAV differ diff --git a/gamedir/Data-UB/Speech/062_042.GAP b/gamedir/Data-UB/Speech/062_042.GAP new file mode 100644 index 000000000..e9a29f32e Binary files /dev/null and b/gamedir/Data-UB/Speech/062_042.GAP differ diff --git a/gamedir/Data-UB/Speech/062_042.WAV b/gamedir/Data-UB/Speech/062_042.WAV new file mode 100644 index 000000000..6f223c86d Binary files /dev/null and b/gamedir/Data-UB/Speech/062_042.WAV differ diff --git a/gamedir/Data-UB/Speech/062_043.GAP b/gamedir/Data-UB/Speech/062_043.GAP new file mode 100644 index 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b/gamedir/Data-UB/Speech/062_048.WAV new file mode 100644 index 000000000..bb1e3f49f Binary files /dev/null and b/gamedir/Data-UB/Speech/062_048.WAV differ diff --git a/gamedir/Data-UB/Speech/062_049.GAP b/gamedir/Data-UB/Speech/062_049.GAP new file mode 100644 index 000000000..a52806e93 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_049.GAP differ diff --git a/gamedir/Data-UB/Speech/062_049.WAV b/gamedir/Data-UB/Speech/062_049.WAV new file mode 100644 index 000000000..e6823af5b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_049.WAV differ diff --git a/gamedir/Data-UB/Speech/062_050.GAP b/gamedir/Data-UB/Speech/062_050.GAP new file mode 100644 index 000000000..052ef2985 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_050.GAP differ diff --git a/gamedir/Data-UB/Speech/062_050.WAV b/gamedir/Data-UB/Speech/062_050.WAV new file mode 100644 index 000000000..aff203ca2 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_050.WAV differ diff --git a/gamedir/Data-UB/Speech/062_053.GAP b/gamedir/Data-UB/Speech/062_053.GAP new file mode 100644 index 000000000..ba3b5a0bb Binary files /dev/null and b/gamedir/Data-UB/Speech/062_053.GAP differ diff --git a/gamedir/Data-UB/Speech/062_053.WAV b/gamedir/Data-UB/Speech/062_053.WAV new file mode 100644 index 000000000..b816b9bc3 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_053.WAV differ diff --git a/gamedir/Data-UB/Speech/062_056.GAP b/gamedir/Data-UB/Speech/062_056.GAP new file mode 100644 index 000000000..fbaa29857 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_056.GAP differ diff --git a/gamedir/Data-UB/Speech/062_056.WAV b/gamedir/Data-UB/Speech/062_056.WAV new file mode 100644 index 000000000..c366315df Binary files /dev/null and b/gamedir/Data-UB/Speech/062_056.WAV differ diff --git a/gamedir/Data-UB/Speech/062_057.GAP b/gamedir/Data-UB/Speech/062_057.GAP new file mode 100644 index 000000000..467ca3d30 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_057.GAP differ diff --git a/gamedir/Data-UB/Speech/062_057.WAV b/gamedir/Data-UB/Speech/062_057.WAV new file mode 100644 index 000000000..cefba6680 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_057.WAV differ diff --git a/gamedir/Data-UB/Speech/062_058.WAV b/gamedir/Data-UB/Speech/062_058.WAV new file mode 100644 index 000000000..b270585d9 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_058.WAV differ diff --git a/gamedir/Data-UB/Speech/062_059.GAP b/gamedir/Data-UB/Speech/062_059.GAP new file mode 100644 index 000000000..b0ba8a00b Binary files /dev/null and b/gamedir/Data-UB/Speech/062_059.GAP differ diff --git a/gamedir/Data-UB/Speech/062_059.WAV b/gamedir/Data-UB/Speech/062_059.WAV new file mode 100644 index 000000000..c0273c3b9 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_059.WAV differ diff --git a/gamedir/Data-UB/Speech/062_060.GAP b/gamedir/Data-UB/Speech/062_060.GAP new file mode 100644 index 000000000..aa06a308f Binary files /dev/null and b/gamedir/Data-UB/Speech/062_060.GAP differ diff --git a/gamedir/Data-UB/Speech/062_060.WAV b/gamedir/Data-UB/Speech/062_060.WAV new file mode 100644 index 000000000..8f52b192e Binary files /dev/null and b/gamedir/Data-UB/Speech/062_060.WAV differ diff --git a/gamedir/Data-UB/Speech/062_062.GAP b/gamedir/Data-UB/Speech/062_062.GAP new file mode 100644 index 000000000..4747be880 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_062.GAP differ diff --git a/gamedir/Data-UB/Speech/062_062.WAV b/gamedir/Data-UB/Speech/062_062.WAV new file mode 100644 index 000000000..5b1457da3 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_062.WAV differ diff --git a/gamedir/Data-UB/Speech/062_064.GAP b/gamedir/Data-UB/Speech/062_064.GAP new file mode 100644 index 000000000..77708e82c Binary files /dev/null and b/gamedir/Data-UB/Speech/062_064.GAP differ diff --git a/gamedir/Data-UB/Speech/062_064.WAV b/gamedir/Data-UB/Speech/062_064.WAV new file mode 100644 index 000000000..0bd65436e Binary files /dev/null and b/gamedir/Data-UB/Speech/062_064.WAV differ diff --git a/gamedir/Data-UB/Speech/062_065.GAP b/gamedir/Data-UB/Speech/062_065.GAP new file mode 100644 index 000000000..b09a15ccd Binary files /dev/null and b/gamedir/Data-UB/Speech/062_065.GAP differ diff --git a/gamedir/Data-UB/Speech/062_065.WAV b/gamedir/Data-UB/Speech/062_065.WAV new file mode 100644 index 000000000..ad76494b9 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_065.WAV differ diff --git a/gamedir/Data-UB/Speech/062_068.GAP b/gamedir/Data-UB/Speech/062_068.GAP new file mode 100644 index 000000000..aeb580fbc Binary files /dev/null and b/gamedir/Data-UB/Speech/062_068.GAP differ diff --git a/gamedir/Data-UB/Speech/062_068.WAV b/gamedir/Data-UB/Speech/062_068.WAV new file mode 100644 index 000000000..c2e9d2104 Binary files /dev/null and b/gamedir/Data-UB/Speech/062_068.WAV differ diff --git a/gamedir/Data-UB/Speech/062_069.GAP b/gamedir/Data-UB/Speech/062_069.GAP new 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This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± + + + + 1 + FW from AIM Server: Message from Keith Hanson + Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± + + + + 2 + FW from AIM Server: Message from Rudy Roberts + Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± + + + + 3 + FW from AIM Server: Message from Steve Bornell + Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± + + + + 4 + FW from AIM Server: Message from Victoria Waters + Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± + + + + 5 + FW from AIM Server: Message from Trevor Colby + G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± + + + + 6 + FW from AIM Server: Message from Helmut Grunther + Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± + + + + 7 + FW from AIM Server: Message from Ivan Dolvich + Hello. I am house now. ± + + + + 8 + FW from AIM Server: Message from Bobby Gontarski + This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± + + + + 9 + FW from AIM Server: Message from Igor Dolvich + Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± + + + + 10 + FW from AIM Server: ???d?? ??????? + >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± + + + + 11 + FW from AIM Server: Message from Ernie Spragg + Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± + + + + 12 + FW from AIM Server: Message from Carl Simmons + You left a message. Looks like we might have something to talk about. You know where to find me. ± + + + + 13 + FW from AIM Server: Message from Fidel Dahan + Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± + + + + 14 + FW from AIM Server: Message from Cynthia Guzzman + Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± + + + + 15 + FW from AIM Server: Message from Sidney Nettleson + Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± + + + + 16 + FW from AIM Server: Message from Gus Tarballs + Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± + + + + 17 + FW from AIM Server: Message from Monica Sonderguaad + Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± + + + + 18 + FW from AIM Server: Message from Ice Williams + This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± + + + + 19 + FW from AIM Server: Message from Dr. Donna Houston + Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± + + + + 20 + FW from AIM Server: Message from Dr. Clifford Highball + Dr. Clifford Highball is now available. ± + + + + 21 + FW from AIM Server: Message from John Peters + I'm back. ± ± Bull. ± + + + + 22 + FW from AIM Server: Message from Frank Hennessy + Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± + + + + 23 + FW from AIM Server: Message from Louisa Garneau + If you need something shot, give me a call. Otherwise, I'm not interested. ± + + + + 24 + FW from AIM Server: Message from Ron Higgens + Ron Higgens here. Got your message. ± + + + + 25 + FW from AIM Server: Message from Charlene Higgens + Hi. This is Charlene. Should be here for a while, unless something else comes up. ± + + + + 26 + FW from AIM Server: Message from Kirk Stevenson + You wanted to yak? I'm in. ± + + + + 27 + FW from AIM Server: Message from Corp. Len Anderson + Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± + + + + 28 + FW from AIM Server: Message from Dr. Daniel Quinten + Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± + + + + 29 + FW from AIM Server: Message from Earl Walker + I'm in. You want to talk? You know where to find me. ± + + + + 30 + FW from AIM Server: Message from Stephen Rothman + Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± + + + + 31 + FW from AIM Server: Message from Robert James Sullivan + Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± + + + + 32 + FW from AIM Server: Message from J.P. Viau + Malice is in the office. I am standing by. ± + + + + 33 + FW from AIM Server: Message from Dr. Q. Huaong + Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± + + + + 34 + FW from AIM Server: Message from Edgar Smorth + Got it. You want it? Come get it. ± + + + + 35 + FW from AIM Server: Message from Thor Kaufman + Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± + + + + 36 + FW from AIM Server: Message from Sheila Sterling + Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± + + + + 37 + FW from AIM Server: Message from Peter Sanderson + You rang? I was in the john. Call me back. ± + + + + 38 + FW from AIM Server: Message from Dr. Michael Dawson + Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± + + + + 39 + FW from AIM Server: Message from Norma Jessop + Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 61 + Subject : None + 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Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± + + + + 171 + FW from AIM Server: Message from Janno Allik + Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± + + + + 172 + FW from AIM Server: Message from Lennart Vilde + Lennart Vilde now available! ± + + + + 173 + FW from AIM Server: Message from Henning von Branitz + Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± + + + + 174 + FW from AIM Server: Message from Luc Fabre + Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± + + + + 175 + FW from AIM Server: Message from Dr. Laura Colin + Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± + + + + 176 + FW from AIM Server: Message from Graziella Girelli + You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± + + + + 177 + FW from AIM Server: Message from Rudolf Steiger + Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + 186 + Subject : None + Message : None + + + 187 + Subject : None + Message : None + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + + 198 + Subject : 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Personally, I'm not surprised. ± ± Speck T. Kline ± + + + + 41 + Notice of Fee Increase + This notice is to inform you that due to Haywire's exemplary performance his fees have been revised. Effective immediately there will be an increase to his salary. ± ± Speck T. Kline ± + + + + 42 + Notice of Fee Increase + Please be advised that, as of this moment, Gasket's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± + + + + 43 + Notice of Fee Increase + Please be advised that Razor's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± + + + + 44 + Notice of Fee Increase + Please consider yourself advised that Flo's improvement in the field merits an improvement in her compensation. ± ± Speck T. Kline ± + + + + 45 + Notice of Fee Increase + Please take note. Due to the improved performance of Gumpy his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± + + + + 46 + Notice of Fee Increase + Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + + + + 47 + Notice of Fee Increase + Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + + + + 48 + Notice of Fee Increase + Please consider yourself notified that Cougar's exceptional service to date warrants an increase to his daily fee, effective immediately. ± ± Speck T. Kline ± + + + + 49 + Notice of Fee Increase + Please consider this correspondance legal notice. Numb's daily fee has been increased to account for his improved performance. ± ± Speck T. Kline ± + + + + 50 + Notice of Fee Increase + This is a legal notice that Bubba's fees for services provided has been increased to properly reflect his abilities. ± ± Speck T. Kline ± + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + + 58 + Notice of Fee Increase + Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± + + + + 59 + Notice of Fee Increase + Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. 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Insurance + + + 47 + Bobby Rays + + + 48 + Kingpin + + + 49 + John Kulba + + + 50 + A.I.M. + + + 51 + Miguel + + + 52 + None + + + 53 + None + + + 54 + None + + + 55 + None + + + 56 + None + + + 57 + None + + + 58 + None + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Email/German.EmailMercAvailable.xml b/gamedir/Data-UB/TableData/Email/German.EmailMercAvailable.xml new file mode 100644 index 000000000..e15894eaa --- /dev/null +++ b/gamedir/Data-UB/TableData/Email/German.EmailMercAvailable.xml @@ -0,0 +1,1327 @@ + + + + + + 0 + Weiterleitung vom AIM Server: Nachricht von Barry Unger + Hallo. Dies ist eine elektronisch gesandte Nachricht von Barry Unger, als Antwort auf Ihre Antwort auf meinem Anrufbeantwortungsmechanismus. ± ± Ich bin soeben zurückgekehrt und stehe jetzt auf der Homepage von A.I.M. im World Wide Web zur Verfügung, falls Sie noch Interesse an meinen Diensten haben. ± ± + + + + 1 + Weiterleitung vom AIM Server: Nachricht von Keith Hanson + Hey, Mann, hier ist Blood. Hab deine Nachricht bekommen. Wenn du Kontakt aufnehmen willst, ich bin jetzt zurück. ± ± Ruf an. ± + + + + 2 + Weiterleitung vom AIM Server: Nachricht von Rudy Roberts + Gott zum Gruße. Hier ist Rudy Roberts. Sie haben mir kürzlich eine Nachricht hinterlassen, und hier die versprochene Mail, wenn ich wieder verfügbar bin. Aber hier noch eine kleiner Hinweis. Es ist vorteilhaft, wenn Sie mich zum frühest möglichen Zeitpunkt kontaktieren. ± ± Dankeschön. ± + + + + 3 + Weiterleitung vom AIM Server: Nachricht von Steve Bornell + Steve Bornell, Grizzly hier. Du hast mir auf dem Ding bei AIM eine Nachricht hinterlassen. Ruf nächstes Mal bitte an, wenn ich da bin. Ich hasse diesen Technikkram. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.sende diese verdammte ± + + + + 4 + Weiterleitung vom AIM Server: Nachricht von Victoria Waters + Hab deine Nachricht erhalten, Mann. Wenn du noch Interesse hast, komm zu AIM, dann reden wir. ± + + + + 5 + Weiterleitung vom AIM Server: Nachricht von Trevor Colby + Tag. Hab Ihre Nachricht gehört. Sheila und ich sind jetzt zurück, aber ich nehme an, Sie haben wegen mir angerufen, außer sie wäre da in was verwickelt, von dem ich nichts wüsste. ± ± Schauen Sie bei AIM vorbei, dann klären wir das. ± + + + + 6 + Weiterleitung vom AIM Server: Nachricht von Helmut Grunther + Hallo. Hier ist Grunty. Sie haben eine Nachricht auf meiner Maschine hinterlassen. Jetzt hinterlasse ich eine auf Ihrer. Stehe wieder zur Verfügung. ± + + + + 7 + Weiterleitung vom AIM Server: Nachricht von Ivan Dolvich + Hallo. Ich bin Haus jetz. ± + + + + 8 + Weiterleitung vom AIM Server: Nachricht von Bobby Gontarski + Das ist eine Nachricht von Robert Gontarski an dich. Ich erzähle dir jetzt, dass ich wieder hier bin und dir zur Verfügung stehe. Wenn du mir in die Augen sehen kannst, reden wir weiter. ± + + + + 9 + Weiterleitung vom AIM Server: Nachricht von Igor Dolvich + Hallo! Hier ist Igor Dolvich, Neffe des legendären Ivan Dolvich. Dies ist die Antwort auf Ihre Nachricht. Bin derzeit bereit, Beschäftigungsmöglichkeiten zu diskutieren. Ich interessiere mich auch für eine Zusammenarbeit mit Alkoholfirmen. Ihr Markenzeichen auf meiner Kanone, im Austausch für Produkte. + + + + 10 + Weiterleitung vom AIM Server: Ab???d?? ??b??a??? + >>DIESE NACHRICHT WURDE DEM AIM SERVER ÜBER EINE ANONYME EMAIL ZUGESANDT. Sie haben nach Shadow gefragt. Auf der AIM Seite könnte ich für kurze Zeit verfügbar sein. Aber man kann ja nie wissen. ± + + + + 11 + Weiterleitung vom AIM Server: Nachricht von Ernie Spragg + Schöne Grüße, mein Freund! Ich war nicht hier, um deinen Anruf entgegen zu nehmen, das Geschäft boomt zur Zeit, wenn du verstehst! Ruf mich an. Ach ja, du findest mich bei AIM. ± + + + + 12 + Weiterleitung vom AIM Server: Nachricht von Carl Simmons + Sie haben eine Nachricht hinterlasen. Scheint, dass wir etwas zu bereden haben. Sie wissen, wo Sie mich finden. ± + + + + 13 + Weiterleitung vom AIM Server: Nachricht von Fidel Dahan + Sorry, ich dich nicht früher kontaktiert. Sie haben Fidels Computer genommen. Die sagen, haben Dateien mit schlechten Bildern gefunden. Das nicht wahr. Ich nix weiß, wie die da hingekommen. Jetzt wäre richtige Zeit für einen Job weit weg. Komm zu AIM, dann wir reden. ± + + + + 14 + Weiterleitung vom AIM Server: Nachricht von Cynthia Guzzman + Hallo. Sie haben eine Nachricht für mich hinterlassen? Lassen Sie uns reden, vielleicht können wir uns auf ein bisschen gemeinsame Action einigen. ± + + + + 15 + Weiterleitung vom AIM Server: Nachricht von Sidney Nettleson + Danke für Ihr Interesse. Wie Sie sicherlich wissen, bin ich eine von AIM's beliebtesten Spezialistinnen. Wenn Sie mit mir über zukünftige Einsätze reden wollen, stehe ich Ihnen jetzt zur Beratung zur Verfügung. ± + + + + 16 + Weiterleitung vom AIM Server: Nachricht von Gus Tarballs + Woody! Dachte, du würdest nie anrufen! Hab gehört, du hast angeklingelt, während ich auf der Golftour im Mittleren Osten war. ± ± Bin gerade unterbeschäftigt. Vielleicht kommen wir ins Geschäft. ± + + + + 17 + Weiterleitung vom AIM Server: Nachricht von Monica Sonderguard + Hallo. Bin jetzt wieder zu AIM zurückgekehrt. Wenn Sie wünschen, können wir die Möglichkeit eines Vertrages diskutieren. (Und, Gumpy, wenn du das warst, der einen freien Account aus einer Zeitschrift benutzt hat, dann stopfe ich dir dein Modem dahin, wo keine Sonne mehr scheint.) ± + + + + 18 + Weiterleitung vom AIM Server: Nachricht von Ice Williams + Hier ist Ice. Hab gehört, Sie haben nach mir gefragt. Wenn Sie sich mit mir treffen wollen, dann geben Sie mir Bescheid, damit ich mir Zeit nehme. ± + + + + 19 + Weiterleitung vom AIM Server: Nachricht von Dr. Donna Houston + Danke, dass Sie mich kontaktiert haben. Hier ist Dr. Donna Houston. Hab meinen letzten Auftrag beendet und bin bereit, ein paar Minuten mit Ihnen zu sprechen.Natürlich stehe ich auf Abruf, ich kann also nichts garantieren. ± + + + + 20 + Weiterleitung vom AIM Server: Nachricht von Dr. Clifford Highball + Dr. Clifford Highball steht jetzt zur Verfügung. ± + + + + 21 + Weiterleitung vom AIM Server: Nachricht von John Peters + Bin zurück. ± ± Bull. ± + + + + 22 + Weiterleitung vom AIM Server: Nachricht von Frank Hennessy + Hey, Ace. Hab deine Nachricht erhalten. Hänge hier für ne Weile rum, wenn du übers Geschäft reden willst. ± + + + + 23 + Weiterleitung vom AIM Server: Nachricht von Louisa Garneau + Wenn Sie jemand tot sehen wollen, rufen Sie mich an. Ansonsten bin ich nicht interessiert. ± + + + + 24 + Weiterleitung vom AIM Server: Nachricht von Ron Higgens + Ron Higgens hier. Hab Ihre Nachricht erhalten. ± + + + + 25 + Weiterleitung vom AIM Server: Nachricht von Charlene Higgens + Hi. Hier ist Charlene. Sollte jetzt für eine Weile hier sein, außer es kommt etwas dazwischen. ± + + + + 26 + Weiterleitung vom AIM Server: Nachricht von Kirk Stevenson + Du willst labern? Hier bin ich. ± + + + + 27 + Weiterleitung vom AIM Server: Nachricht von Corp. Len Anderson + Danke, dass Sie mich kontaktiert haben. Wenn Sie über einen Vertrag reden wollen, erreichen Sie mich über AIM. ± ± Vielen Dank! ± ± Corporal Len Anderson. ± + + + + 28 + Weiterleitung vom AIM Server: Nachricht von Dr. Daniel Quinten + Schön, von Ihnen zu hören. Ich habe ein paar freie Minuten zum Reden, wenn Sie noch nach qualifiziertem medizinischen Personal suchen. Ich werde mir alles, was Sie zu sagen haben, durch den Kopf gehen lassen. ± + + + + 29 + Weiterleitung vom AIM Server: Nachricht von Earl Walker + Bin wieder da. Sie wollen reden? Sie wissen, wo Sie mich finden. ± + + + + 30 + Weiterleitung vom AIM Server: Nachricht von Stephan Rothman + Danke, dass Sie mich kontaktiert haben. Wie Sie unzweifelhaft wissen, bin ich einer der beliebtesten Neueinsteiger bei AIM und werde für hochbezahlte und äußerst gefährliche Missionen engagiert. ± ± Obwohl ich momentan noch für Verhandlungen zur Verfügung stehe, bin ich das sicher nicht mehr lange. ± + + + + 31 + Weiterleitung vom AIM Server: Nachricht von Robert James Sullivan + Ans Telefon, Kumpel. Bin jetzt zurück bei AIM und suche nach neuen Einsätzen. Komm vorbei, dann labern wir ein bißchen. Glaube nicht, dass so schnell etwas dazwischen kommt, aber man kann ja nie wissen. ± + + + + 32 + Weiterleitung vom AIM Server: Nachricht von J.P. Viau + Malice steht wieder zu Diensten. ± + + + + 33 + Weiterleitung vom AIM Server: Nachricht von Dr. Q. Huaong + Ihre Nachricht ist angekommen. Sollten Sie noch immer etwas mit mir persönlich zu besprechen haben, würde ich ein Treffen willkommen heißen. ± + + + + 34 + Weiterleitung vom AIM Server: Nachricht von Edgar Smorth + Ich hab's. Sie wollen es? Kommen Sie und holen Sie es sich. ± + + + + 35 + Weiterleitung vom AIM Server: Nachricht von Thor Kaufman + Hallo. Tut mir leid, dass ich Ihren Anruf nicht entgegennehmen konnte. War eine stressige Woche für mich. ± ± Jedenfalls, habe ich meine nächste Zukunft noch nicht verplant, wenn Sie an mir interessiert sind. ± + + + + 36 + Weiterleitung vom AIM Server: Nachricht von Sheila Sterling + Schöne Grüße. Hier ist Scope Sterling und wie versprochen, die Antwort auf Ihre Nachricht. Sollten Sie etwas mit mir zu diskutieren haben, können Sie mich über AIM erreichen. ± + + + + 37 + Weiterleitung vom AIM Server: Nachricht von Peter Sanderson + Du hast angeklingelt? Ich war unterwegs. Ruf mich zurück. ± + + + + 38 + Weiterleitung vom AIM Server: Nachricht von Dr. Michael Dawson + Hervorragend! Hab Ihre Nachricht erhalten und freue mich darauf, etwas über die Arbeit zu hören, die Sie haben. Vielen Dank! ± ± Michael Dawson, M.D. ± + + + + 39 + Weiterleitung vom AIM Server: Nachricht von Norma Jessop + Hab Ihre erbärmliche Nachricht auf meiner Maschine. 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Nun stehe ich zur Verfügung. ± ± Allerdings bin ich wählerisch mit meine Komamandanten. Ich werde mich noch über Sie erkundigen.± ± V.K. ± + + + + 171 + Weitergeleitet von AIM-Server: Nachricht von Janno Allik + Jetzt wäre ich bereit für einen Auftrag. Sie wissen schon, alles zu seiner Zeit. ± ± Janno Allik ± + + + + 172 + Weitergeleitet von AIM-Server: Nachricht von Lennart Vilde + Vielen Dank für Ihre Kontaktaufnahme. Sagen Sie mir Bescheid, wenn die nächste Party steigen kann. Ab sofort erreichen Sie mich über die AIM page. ± ± Lennart Vilde. + + + + 173 + Weitergeleitet von AIM-Server: Nachricht von Henning von Branitz + Ihre Nachricht hat mich erreicht, vielen Dank. Falls Sie mich engagieren möchten, kontaktieren Sie mich über die AIM Website. ± ± Bis die Tage! ± ± Henning von Branitz ± + + + + 174 + Weitergeleitet von AIM-Server: Nachricht von Luc Fabre + Ich habe Ihre Nachricht erhalten, merci. Zur Zeit könnte ich gerne einen Auftrag annehmen. Sie wissen ja, wo Sie mich erreichen. ± ± Sicher hören wir bald von einander ± + + + + 175 + Weitergeleitet von AIM-Server: Nachricht von Dr. Laura Colin + Ich grüße Sie! Schön, dass Sie mir eine Nachricht hinterlassen haben. Es hörte sich interessant an. ± ± Wenn Sie wieder bei AIM vorbeischauen, würde ich mich freuen, von Ihnen zu hören. ± ± Noch viel Erfolg! ± ± Dr. Laura Colin ± + + + + 176 + Weitergeleitet von AIM-Server: Nachricht von Graziella Girelli + Sie wollten mich kontaktieren, aber ich war leider nicht zu erreichen.± ± Ein Familientreffen. Sie kennen das ja sicher... Jetzt hab' ich erst mal wieder genug von Familie.± ± Jedenfalls freue ich mich, wenn Sie sich auf der AIM Site mit mir in Verbindung setzen. Ciao! ± + + + + 177 + Weitergeleitet von AIM-Server: Nachricht von Rudolf Steiger + Wissen Sie eigentlich, wieviel Anrufe ich jeden Tag kriege? Jeder Pisser meint, er müsste hier anrufen. ± ± Aber gut, ich bin jetzt wieder da. 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Ich persönlich bin darüber nicht überrascht. ± ± Speck T. Kline ± + + + + 41 + Benachrichtigung über Solderhöhung + Hiermit wird bekanntgegeben, daß aufgrund von Haywires vorbildlichen Leistungen sein Sold mit sofortiger Wirkung erhöht wurde. ± ± Speck T. Kline ± + + + + 42 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie zur Kenntnis, daß Gaskets Bezüge für seine geleisteten Dienste mit sofortiger Wirkung erhöht wurden in Anpassung an seine verbesserten Fähigkeiten. ± ± Speck T. Kline ± + + + + 43 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie zur Kenntnis, daß Razor aufgrund seiner Erfahrung Anspruch auf eine angemessenere Entlohnung hat. Seine Bezüge wurden daher ab sofort seinem Wert entsprechend erhöht. ± ± Speck T. Kline ± + + + + 44 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie hiermit zur Kenntnis, daß Flo aufgrund ihrer Fortschritte auf dem Kampffeld eine bessere Entlohnung verdient hat. ± ± Speck T. Kline ± + + + + 45 + Benachrichtigung über Solderhöhung + Zur Kenntnisnahme. Aufgrund seiner verbesserten Leistungen wurden Gumpys Dienstbezüge erhöht. ± ± Speck T. Kline ± + + + + 46 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie zur Kenntnis, daß Larrys Tagessold in Anbetracht seines Engagements und seiner Erfahrung erhöht wurde. ± ± Speck T. Kline ± + + + + 47 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie zur Kenntnis, daß Larrys Tagessold in Anbetracht seines Engagements und seiner Erfahrung erhöht wurde. ± ± Speck T. Kline ± + + + + 48 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie hiermit zur Kenntnis, daß Cougars bis dato außergewöhnlichen Dienste uns mit sofortiger Wirkung zur Erhöhung seines Tagessolds veranlaßt haben. ± ± Speck T. Kline ± + + + + 49 + Benachrichtigung über Solderhöhung + Bitte nehmen Sie hiermit offiziell zur Kenntnis, daß Numbs Tagessold aufgrund seiner verbesserten Leistungen erhöht wurde. ± ± Speck T. 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b/gamedir/Data-UB/TableData/Email/Polish.EmailMercAvailable.xml new file mode 100644 index 000000000..e46070e70 --- /dev/null +++ b/gamedir/Data-UB/TableData/Email/Polish.EmailMercAvailable.xml @@ -0,0 +1,1327 @@ + + + + + + 0 + List przekierowany z serwera AIM: Wiadomość od Barry'ego Ungera + Witam. To elektronicznie wysyłana wiadomość od Barry'ego Ungera w odpowiedzi na Twoją próbę kontaktu. ± ± Jeśli ciągle jesteś zainteresowany moimi usługami, to właśnie wróciłem z misji i możesz się ze mną skontaktować za pośrednictwem strony internetowej AIM. ± ± Dziękuję. ± + + + + 1 + List przekierowany z serwera AIM: Wiadomość od Keitha Hansona + Sie ma, tu Blood. Dostałem Twoją wiadomość. Jak się chcesz ze mną skontaktować, to już wróciłem. ± ± Czekam. ± + + + + 2 + List przekierowany z serwera AIM: Wiadomość od Rudy'ego Robertsa + Witam. Tu Rudy Roberts. Niedawno zostawiłeś u mnie na sekretarce wiadomość, więc tak jak obiecałam, chcę Ci dać znać, że można mnie już zwerbować. ± ± Ale ostatnio dostaję dużo propozycji, więc lepiej skontaktuj się ze mną jak najszybciej. ± ± Dziękuję. ± + + + + 3 + List przekierowany z serwera AIM: Wiadomość od Steve'a Bornell + To ja, Steve Bornell Grizzly. Zostawiłeś dla mnie wiadomoćś. Już wróciłem z misji. Skontatkuj się ze mną. Nienawidzę tej cholernej techniki. WYJŚCIE. wyjście Wyślij Wylśij \\http:stop //http:stop wyślij. Wyślij pomoc. WYŚLIJ. //http.co za pieprzony szajs ± + + + + 4 + List przekierowany z serwera AIM: Wiadomość od Victorii Waters + Dostałam twoją wiadomość. Jak ciągle jesteś w branży, to wpadnij do AIM, to będziemy mogli pogadać. ± + + + + 5 + List przekierowany z serwera AIM: Wiadomość od Trevora Colby + Dzień dobry. Dostałem Twoją wiadomość. Sheila i ja już wróciliśmy, choć podejrzewam, że to ode mnie czegoś chciałeś. No, chyba że łączy cię z Sheilą coś, o czym nie wiem. ± ± Wpadnij do AIM, to pogadamy. ± + + + + 6 + List przekierowany z serwera AIM: Wiadomość od Helmuta Grunthera + Witaj. Tu Grunty. Zostawiłeś wiadomość na mojej sekretarce. Chcę ci dać znać, że wróciłem już z misji. ± + + + + 7 + List przekierowany z serwera AIM: Wiadomość od Ivana Dolvicha + Witam. Jestem już w domu. ± + + + + 8 + List przekierowany z serwera AIM: Wiadomość od Bobby'ego Gontarskiego. + To wiadomość od Roberta Gontarskiego. Chcę ci dać znać, że możesz się ze mną skontaktować via AIM. Odwiedź nasz serwis internetowy. ± + + + + 9 + List przekierowany z serwera AIM: Wiadomość od Igora Dolvicha + Witam! Tu Igor Dolvich, bratanek legendarnego Ivana Dolvicha. Jak masz dla mnie pracę, to możesz się teraz ze mną skontaktować. ± ± Poza tym szukam jakiejś fabryki wódki, która chciałaby umieścić swoją nazwę na moim karabinie w zamian za parę butelek swoich produktów. ± + + + + 10 + List przekierowany z serwera AIM: ?ada?ca ?????a?? + >>TA WIADOMOŚĆ ZOSTAŁA PRZEKAZANA NA SERVER AIM Z ANONIMOWEGO KONTA EMAIL. Pytałeś o Shadowa. Kto wie, może przez jakiś czas będę uchwytny na serwisie internetowym AIM. ± + + + + 11 + List przekierowany z serwera AIM: Wiadomość od Ernie Spragga + Witaj, przyjacielu! Sorry, że nie mogłem odebrać Twojego telefonu osobiście, ale miałem urwanie głowy z robotą. Skontaktuj się ze mną. Znajdziesz mnie oczywiście na serwerze AIM. ± + + + + 12 + List przekierowany z serwera AIM: Wiadomość od Carla Sheppards + Nagrałeś się na moją automatyczną sekretarkę. Możemy teraz pogadać. Wiesz, gdzie mnie znaleźć. ± + + + + 13 + List przekierowany z serwera AIM: Wiadomość od Fidela Dahana + Sorry że ja nie odezwać się wcześniej. Oni zabrać mój komputer. Oni powiedzieć, że oni znaleźć pliki z brzydkimi obrazkami. To nieprawda. Nie mieć pojęcia, skąd one się tam wziąć. Ja móc teraz przyjąć zlecenie, bo ja chcieć się chwilowo stąd zmyć. Wpadnij do AIM, pogadamy. ± + + + + 14 + List przekierowany z serwera AIM: Wiadomość od Cynthii Guzzman + Witam. Dzwoniłeś do mnie? Pogadajmy, może będziemy mogli polecieć razem na akcję. ± + + + + 15 + List przekierowany z serwera AIM: Wiadomość od Sidney'a Nettlesona + Dziękuję za zainteresowanie moją osobą. Na pewno wiesz, że jestem jednym z najsłynniejszych zawodowców w AIM. Jeśli chcesz o tym porozmawiać, to jestem teraz dostępny na serwerze Stowarzyszenia. ± + + + + 16 + List przekierowany z serwera AIM: Wiadomość od Gusa Tarballsa + O kurcze! Myślałem, że nigdy nie zadzwonisz! Podobno zostawiłeś wiadomość na sekretarce, kiedy grałem w golfa na Bliskim Wschodzie. ± ± Na razie nie jestem zajęty. Może coś razem wykręcimy. ± + + + + 17 + List przekierowany z serwera AIM: Wiadomość od Moniki Sonderguaad + Witam. Właśnie wróciłam do AIM. Jak chcesz, możemy pogadać o kontrakcie. (A jeśli to ty, Gumpy, próbujesz używać darmowych kont emailowych, żeby się ze mną skontaktować, to wsadzę ci twój modem głęboko tam, gdzie nigdy nie dociera słońce.) ± + + + + 18 + List przekierowany z serwera AIM: Wiadomość od Ice'a Williamsa + Tu Ice. Podobno o mnie rozpytywałeś. Dostałem twoją wiadomość. Jak chcesz się spotkać, to nie ma sprawy. ± + + + + 19 + List przekierowany z serwera AIM: Wiadomość od Dr Donny Houston + Dzięki za informację, że chcesz mnie zwerbować. Tu Dr Donna Houston. Wróciłam już z misji, więc możemy porozmawiać o nowej pracy. Oczywiście ktoś może mnie zwerbować wcześniej, więc niczego nie mogę zagwarantować. ± + + + + 20 + List przekierowany z serwera AIM: Wiadomość od Dr Clifforda Highball + Dr Clifford Highball jest już dostępny. ± + + + + 21 + List przekierowany z serwera AIM: Wiadomość od Johna Petersa + Już wróciłem. ± ± Bull. ± + + + + 22 + List przekierowany z serwera AIM: Wiadomość od Franka Hennessy'a + Jak leci. Dostałem twoją wiadomość. Jak chcesz pogadać o werbunku, to przez jakiś czas będę dostępny przez AIM. ± + + + + 23 + List przekierowany z serwera AIM: Wiadomość od Louisa Garneau + Jak się szykuje gorąca robota, to daj mi znać. Inaczej nie jestem tym zainteresowa. ± + + + + 24 + List przekierowany z serwera AIM: Wiadomość od Rona Higgensa + Tu Ron Higgens. Dostałem od ciebie wiadomość. ± + + + + 25 + List przekierowany z serwera AIM: Wiadomość od Charlene Higgens + Hej. Tu Charlene. Powinnam być przez chwilę uchwytna. Chyba że mi wypadnie jakaś inna robota. ± + + + + 26 + List przekierowany z serwera AIM: Wiadomość od Kirka Stevensona + Potrzebujesz kogoś na misję? Piszę się na to. ± + + + + 27 + List przekierowany z serwera AIM: Wiadomość od kpr. Lena Andersona + Dziękuję za kontakt. Jeśli chce pan porozmawiać teraz o przydziale, to można się ze mną skontaktować przez AIM. ± ± Dziękuję! ± ± Kapral Len Anderson. ± + + + + 28 + List przekierowany z serwera AIM: Wiadomość od dr Daniela Quintena + Dobrze cię znowu słyszeć. Jeśli ciągle szukasz dobrze wyszkolonego personelu medycznego, to możemy porozmawiać. Chętnie rozważę Twoją propozycję. ± + + + + 29 + List przekierowany z serwera AIM: Wiadomość od Earla Walkera + Wróciłem do domu. Chcesz pogadać? Wiesz, gdzie mnie znaleźć. ± + + + + 30 + List przekierowany z serwera AIM: Wiadomość od Stephena Rothmana + Dziękuję za kontakt. Jak na pewno wiesz, mam opinię jednego z najlepszych członków AIM, dlatego często wynajmują mnie do bardzo ważnych i trudnych operacji. ± ± Na razie jestem dostępny i mogę z tobą porozmawiać, ale moja oferta nie będzie aktualna zbyt długo. ± + + + + 31 + List przekierowany z serwera AIM: Wiadomość od Roberta Jamesa Sullivana + Wiem, że dzwoniłeś. Jestem już w AIM i jak zawsze czekam na nowe misje. Wpadnij, to pogadamy. Nie sądzę, żebym ktoś mnie do tego czasu zwerbował, ale nigdy nie wiadomo, co człowiekowi wpadnie. ± + + + + 32 + List przekierowany z serwera AIM: Wiadomość od J.P. Viau + Malice jest już dostępny. Czekam na propozycje. ± + + + + 33 + List przekierowany z serwera AIM: Wiadomość od dr Q. Huaong + Dostałem twoją wiadomość. Jeśli w dalszym ciągu chcesz ze mną pogadać, to możemy się spotkać. ± + + + + 34 + List przekierowany z serwera AIM: Wiadomość od Edgara Smortha + Dostałem wiadomość. Chcesz moich usług? Wpadnij. ± + + + + 35 + List przekierowany z serwera AIM: Wiadomość od Thora Kaufmana + Witam. Sorry, że mnie nie było, kiedy dzwoniłeś. Miałem strasznie zawalony tydzień. ± ± Na razie nie mam nic zarezerwowane, więc możesz się ze mną skontaktować. ± + + + + 36 + List przekierowany z serwera AIM: Wiadomość od Sheili Sterling + Pozdrawiam. To ja, Scope Sterling, jak obiecałam, chcę cię poinformować, że jestem już w domu. Jeśli chcesz się ze mną skontaktować, to jestem dostępna przez AIM. ± + + + + 37 + List przekierowany z serwera AIM: Wiadomość od Petera Sandersona + Dzwoniłeś? Byłem na akcji. Zadzwoń jeszcze raz. ± + + + + 38 + List przekierowany z serwera AIM: Wiadomość od dr Michaela Dawsona + Świetnie! Dostałem twoją wiadomość i nie mogę się doczekać, aż mi opowiesz o tej nowej robocie. ± ± Dzięki! ± ± dr Michael Dawson ± + + + + 39 + List przekierowany z serwera AIM: Wiadomość od Normy Jessop + Wiem, że chcesz się ze mną skontaktować. Jak chcesz poświęcić jeszcze trochę swojego cennego czasu, to wiesz, gdzie mnie szukać. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 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Dostałem Twoją wiadomość. Już jestem z powrotem - jeśli chcesz się skontaktować. ± ± Zadzwoń. ± + + + + 171 + List przekierowany z serwera AIM: Wiadomość od - Janno Allik + Jestem już gotów do przyjęcia nowego zadania. Wszystko musi mieć swoją porę. ± ± Janno Allik ± + + + + 172 + List przekierowany z serwera AIM: Wiadomość od - Lennart Vilde + Lennart Vilde jest obecnie dostępny! ± + + + + 173 + List przekierowany z serwera AIM: Wiadomość od - Henning von Branitz + Otrzymałem Twoją wiadomość, dziękuję. Jeśli chcesz omówić możliwość zatrudnienia, skontaktuj się ze mną za pośrednictwem strony AIM . ± ± Na razie! ± ± Henning von Branitz ± + + + + 174 + List przekierowany z serwera AIM: Wiadomość od - Luc Fabre + Otrzymałem wiadomość, merci! Chętnie rozważę Twoje propozycje. Wiesz, gdzie mnie znaleźć. ± ± Oczekuję odpowiedzi ± + + + + 175 + List przekierowany z serwera AIM: Wiadomość od - Laura Colin + Pozdrowienia! Dobrze, że zostawiłeś wiadomość. Sprawa wygląda interesująco. ± ± Zajrzyj jeszcze raz do AIM. Chętnie poznam więcej informacji. ± ± Wyrazy szacunku ± ± Dr Laura Colin ± + + + + 176 + List przekierowany z serwera AIM: Wiadomość od - Graziella Girelli + Chciałeś się ze mną skontaktować, ale Ci się nie udało.± ± Miałam spotkanie rodzinne, na pewno to rozumiesz. Teraz mam już dość swojej rodziny i bardzo się ucieszę, jeśli skontaktujesz się ze mną ponownie za pośrednictwem witryny AIM . ± ± Ciao! ± + + + + 177 + List przekierowany z serwera AIM: Wiadomość od - Rudolf Steiger + Wiesz, ile telefonów odbieram każdego dnia? Co drugi baran myśli, że może do mnie wydzwaniać. ± ± W każdym razie już jestem, jeśli masz dla mnie coś ciekawego.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + 186 + Subject : None + Message : None + + + 187 + Subject : None + Message : None + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + 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+ Subject : None + Message : None + + + 5 + Subject : None + Message : None + + + 6 + Subject : None + Message : None + + + 7 + Subject : None + Message : None + + + 8 + Subject : None + Message : None + + + 9 + Subject : None + Message : None + + + 10 + Subject : None + Message : None + + + 11 + Subject : None + Message : None + + + 12 + Subject : None + Message : None + + + 13 + Subject : None + Message : None + + + 14 + Subject : None + Message : None + + + 15 + Subject : None + Message : None + + + 16 + Subject : None + Message : None + + + 17 + Subject : None + Message : None + + + 18 + Subject : None + Message : None + + + 19 + Subject : None + Message : None + + + 20 + Subject : None + Message : None + + + 21 + Subject : None + Message : None + + + 22 + Subject : None + Message : None + + + 23 + Subject : None + Message : None + + + 24 + Subject : None + Message : None + + + 25 + Subject : None + Message : None + + + 26 + Subject : None + Message : None + + + 27 + Subject : None + Message : None + + + 28 + Subject : None + Message : None + + + 29 + Subject : None + Message : None + + + 30 + Subject : None + Message : None + + + 31 + Subject : None + Message : None + + + 32 + Subject : None + Message : None + + + 33 + Subject : None + Message : None + + + 34 + Subject : None + Message : None + + + 35 + Subject : None + Message : None + + + 36 + Subject : None + Message : None + + + 37 + Subject : None + Message : None + + + 38 + Subject : None + Message : None + + + 39 + Subject : None + Message : None + + + + 40 + Informacja o podwyżkach opłat + Niniejszym informujemy, że z uwagi na ostatnie notowania Biffa, opłaty za jego usługi uległy zmianie - zwiększyły się. Osobiocie nie jestem tym zaskoczony. ± ± Speck T. Kline ± + + + + 41 + Informacja o podwyżkach opłat + Niniejszym informujemy, że z uwagi na notowania Haywirea, uległ zmianie opłaty za jego usługi. W związku z zaistniałą sytuacją wzrasta jego honorarium. ± ± Speck T. Kline ± + + + + 42 + Informacja o podwyżkach opłat + Prosimy zauważyć, że od tej chwili opłaty za usługi Gasketa wzrosły do poziomu odpowiedniego dla jego możliwooci. ± ± Speck T. Kline ± + + + + 43 + Informacja o podwyżkach opłat + Informujemy, że doowiadczenie Razora uprawnia go do bardziej satysfakcjonującego honorarium. Uległy zatem zmianie opłaty za jego usługi. Bardziej odzwierciedlają w tej chwili jego wartooć. ± ± Speck T. Kline ± + + + + 44 + Informacja o podwyżkach opłat + Prosimy przyjąć do wiadomooci, że postępy Flo w zakresie owiadczonych przez nią usług zasługują na właociwą nagrodę. Może Cię to zaskoczy, ale jej dzienne honorarium zwiększyło się. ± ± Speck T. Kline ± + + + + 45 + Informacja o podwyżkach opłat + Prosimy zauważyć, że w związku z postępami Gumpyego, zwiększyły się opłaty za jego usługi. ± ± Speck T. Kline ± + + + + 46 + Informacja o podwyżkach opłat + Prosimy przyjąć do wiadomooci, że z uwagi na poowięcenie i doowiadczenie Larryego jego dniówka uległa podwyżce. ± ± Speck T. Kline ± + + + + 47 + Informacja o podwyżkach opłat + Prosimy przyjąć do wiadomooci, że z uwagi na poowięcenie i doowiadczenie Larryego jego dniówka uległa podwyżce. ± ± Speck T. Kline ± + + + + 48 + Informacja o podwyżkach opłat + Prosimy przyjąć do wiadomooci, że wyjątkowa służba Cougara, zagwarantowała mu podwyżkę honorarium. ± ± Speck T. Kline ± + + + + 49 + Informacja o podwyżkach opłat + Prosimy potraktować tę korespondencję jako oficjalną informację. Dzienna opłata za usługi Numba zwiększyła się, z uwagi na jego skutecznooć. ± ± Speck T. Kline ± + + + + 50 + Informacja o podwyżkach opłat + To oficjalna informacja. Opłaty za usługi Bubby uległy podwyżce tak, aby właociwie odzwierciedlić jego możliwooci. ± ± Speck T. Kline ± + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + + 58 + Informacja o podwyżkach opłat + Niniejszym informuję, iż w związku z dotychczasowymi osiągnięciami Gastona, opłata za jego usługi została podniesiona. Osobiście, nie jestem tymfaktem zaskoczony. ± ± Speck T. Kline ± + + + + 59 + Informacja o podwyżkach opłat + Informujemy, iż od chwili obecnej cena za usługi świadczone przez pana Stoggiego wzrosła w związku ze wzrostem jego umiejętności. ± ± Speck T. 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Subject : None + Message : None + + + 243 + Subject : None + Message : None + + + 244 + Subject : None + Message : None + + + 245 + Subject : None + Message : None + + + 246 + Subject : None + Message : None + + + 247 + Subject : None + Message : None + + + 248 + Subject : None + Message : None + + + 249 + Subject : None + Message : None + + + 250 + Subject : None + Message : None + + + 251 + Subject : None + Message : None + + + 252 + Subject : None + Message : None + + + 253 + Subject : None + Message : None + + + 254 + Subject : None + Message : None + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Email/Polish.EmailSenderNameList.xml b/gamedir/Data-UB/TableData/Email/Polish.EmailSenderNameList.xml new file mode 100644 index 000000000..8c90833b4 --- /dev/null +++ b/gamedir/Data-UB/TableData/Email/Polish.EmailSenderNameList.xml @@ -0,0 +1,240 @@ + + + + 0 + Enrico + + + 1 + Psych Pro Inc + + + 2 + Pomoc + + + 3 + Psych Pro Inc + + + 4 + Speck + + + 5 + R.I.S. + + + 6 + None + + + 7 + None + + + 8 + None + + + 9 + None + + + 10 + None + + + 11 + None + + + 12 + None + + + 13 + None + + + 14 + None + + + 15 + None + + + 16 + None + + + 17 + None + + + 18 + None + + + 19 + None + + + 20 + None + + + 21 + None + + + 22 + None + + + 23 + None + + + 24 + None + + + 25 + None + + + 26 + None + + + 27 + None + + + 28 + None + + + 29 + None + + + 30 + None + + + 31 + None + + + 32 + None + + + 33 + None + + + 34 + None + + + 35 + None + + + 36 + None + + + 37 + None + + + 38 + None + + + + 39 + None + + + 40 + None + + + 41 + None + + + 42 + None + + + 43 + None + + + 44 + None + + + 45 + None + + + 46 + M.I.S. Ubezpieczenia + + + 47 + Bobby Rays + + + 48 + Kingpin + + + 49 + John Kulba + + + 50 + A.I.M. + + + 51 + Miguel + + + 52 + None + + + 53 + None + + + 54 + None + + + 55 + None + + + 56 + None + + + 57 + None + + + 58 + None + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Email/Russian.EmailMercAvailable.xml b/gamedir/Data-UB/TableData/Email/Russian.EmailMercAvailable.xml new file mode 100644 index 000000000..f759a0e6a --- /dev/null +++ b/gamedir/Data-UB/TableData/Email/Russian.EmailMercAvailable.xml @@ -0,0 +1,1328 @@ + + + + + + 0 + FW с сервера A.I.M.: Сообщение от Барри Унгера + Привет. Это электронное сообщение от Барри Унгера в ответ на Ваше сообщение на моем автоответчике. ± ± Я вернулся с задания и, если Вас интересуют мои услуги, я в настоящее время свободен и доступен на Web-странице A.I.M. ± ± Спасибо. ± + + + + 1 + FW с сервера A.I.M.: Сообщение от Кейта Гансона + Эй, приятель, это Блад. Я получил твое сообщение. Если нужен, я тут. ± ± Звони. ± + + + + 2 + FW с сервера A.I.M.: Сообщение от Руди Робертса + Приветствую Вас. Это Руди Робертс. Вы оставили сообщение на моем автоответчике, и я, как и обещал, сообщаю Вам, что свободен. ± ± Но поторопитесь. Я регулярно получаю предложения, так что уж постарайтесь связаться со мной как можно быстрее. ± ± Спасибо. ± + + + + 3 + FW с сервера A.I.M.: Сообщение от Стива Борнелла + Это Стив Борнелл, Гризли. Вы мне сообщение оставили на этой штуке в A.I.M. Я вернулся. Свяжитесь, как сможете. Ненавижу это техно дерьмо. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send его бл... ± + + + + 4 + FW с сервера A.I.M.: Сообщение от Виктории Вотерс + Получила твое сообщение, приятель. Если тебе все еще интересно, я в A.I.M. Приходи, поговорим. ± + + + + 5 + FW с сервера A.I.M.: Сообщение от Тревора Колби + Хай. Получил твое сообщение. Мы с Шейлой вернулись, но как я понял, ты меня искал, если, конечно, Шейла от меня ничего не скрывает. ± ± Заваливайся в A.I.M. и мы все обсудим. ± + + + + 6 + FW с сервера A.I.M.: Сообщение от Гельмута Грунтера + Привет. Это Хряп. Вы оставили мне сообщение. Теперь я Вам тоже оставляю сообщение. Я вернулся с задания. ± + + + + 7 + FW с сервера A.I.M.: Сообщение от Ивана Долвича + Здорово. Я дома. ± + + + + 8 + FW с сервера A.I.M.: Сообщение от Бобби Гонтарски + Это соабщение от Бобби Гонтарски для вас. Соопщаю, что я вирнулся в A.I.M. и могу служить вам. Щелкни по моему лице на сайте. ± + + + + 9 + FW с сервера A.I.M.: Сообщение от Игоря Долвича + Привет! Это Игорь Долвич, племянник легендарного Ивана Долвича, в ответ на Ваш запрос. Я готов обсудить Ваше предложение о работе. ± ± Также я ищу спонсоров в лице ликеро-водочных компаний, чью торговую марку я бы носил на стволе своего автомата в обмен на их продукцию. ± + + + + 10 + FW с сервера A.I.M.: [MVdMZ ]VSVW_V + >>ЭТО СООБЩЕНИЕ ПОСЛАНО НА СЕРВЕР A.I.M. С АНОНИМНОГО АДРЕСА. Вы искали Тень. Возможно, Вы сможете найти меня на сайте A.I.M в течение короткого времени. Никогда не знаешь наверняка. ± + + + + 11 + FW с сервера A.I.M.: Сообщение от Эрни Спрагга + Привет, друг! Мне жаль, что я не поговорил с тобой по телефону, но я был круто занят, знаешь, как бывает... Звякни Рыжему. Конечно, я буду в A.I.M. ± + + + + 12 + FW с сервера A.I.M.: Сообщение от Карла Шеппардcа + Вы оставили сообщение. Похоже, нам есть о чем поговорить. Вы знаете, где меня найти. ± + + + + 13 + FW с сервера A.I.M.: Сообщение от Фиделя Дахана + Извини, что не связаться раньше. Они забрали компьютер Фиделя. Они сказать они нашли файлы с плохими картинки. Это неправда. Не знаю, как они попасть ко мне. Самое время поработать подальше отсюда. Ты приходить в A.I.M. - мы говорить. ± + + + + 14 + FW с сервера A.I.M.: Сообщение от Синтии Газмен + Привет. Оставлял сообщение? Давай поговорим, может, найдем чем заняться вместе. ± + + + + 15 + FW с сервера A.I.M.: Сообщение от Сиднея Неттельсона + Благодарю за проявленный интерес. Полагаю, Вы уже знаете, что я один из лучших специалистов A.I.M. Если Вас заинтересуют мои услуги, обсудим условия при личном контакте. ± + + + + 16 + FW с сервера A.I.M.: Сообщение от Гаса Тарболса + Оп-па! Думал, ты уже никогда и не позвонишь! Когда ты мне звонил, я играл в гольф на Ближнем Востоке. ± ± Сейчас я совсем не занят. Может, у тебя работенка найдется. ± + + + + 17 + FW с сервера A.I.M.: Сообщение от Моники Зондергад + Привет. Я уже вернулась в A.I.M. Если хотите, можем обсудить новый контракт. (И, Хоббит, если это был ты с одним из своих бесплатных адресов из журналов, я твой модем засуну тебе туда, где солнце не светит). ± + + + + 18 + FW с сервера A.I.M.: Сообщение от Айса Уильямса + Это Айс. Я слышал, ты про меня спрашивал, и сообщение твое получил. Если хочешь встретиться, я выкрою время. ± + + + + 19 + FW с сервера A.I.M.: Сообщение от доктора Донны Хьюстон + Спасибо за то, что связались со мной. Это доктор Донна Хьюстон. Я только что закончила смену, и есть минутка на разговор. Я не знаю, буду ли я свободна, потому что работаю по вызову. ± + + + + 20 + FW с сервера A.I.M.: Сообщение от доктора Клиффорда Хайбола + Доктор Клиффорд Хайбол свободен. ± + + + + 21 + FW с сервера A.I.M.: Сообщение от Джона Питерса + Вернулся. ± ± Бык. ± + + + + 22 + FW с сервера A.I.M.: Сообщение от Фрэнка Хеннеси + Эй, Ас. Я получил твое сообщение. Я пока свободен, если хочешь поговорить по делу. ± + + + + 23 + FW с сервера A.I.M.: Сообщение от Луизы Гарно + Если надо кого-нибудь прикончить, звоните. Иначе, это не ко мне. ± + + + + 24 + FW с сервера A.I.M.: Сообщение от Рона Хиггенса + Это Рон Хиггенс. Я получил Ваше сообщение. ± + + + + 25 + FW с сервера A.I.M.: Сообщение от Шарлен Хиггенс + Хай. Это Шарлен. Если мне не предложат другой контракт, я дома. ± + + + + 26 + FW с сервера A.I.M.: Сообщение от Кирка Стивенсона + Я тебе нужен? Я тут. ± + + + + 27 + FW с сервера A.I.M.: Сообщение от капрала Лена Андерсона + Спасибо за то, что обратились ко мне. Если хотите предложить мне контракт, я в A.I.M. ± ± Спасибо. ± ± Капрал Лен Андерсон. ± + + + + 28 + FW с сервера A.I.M.: Сообщение от доктора Дэниеля Квинтена + Рад Вас слышать. Если Вам по-прежнему нужен квалифицированный медицинский персонал, я с радостью встречусь с Вами и внимательно выслушаю Ваше предложение. ± + + + + 29 + FW с сервера A.I.M.: Сообщение от Эрла Уокера + Я тут. Хотите поговорить? Вы знаете, где меня искать. ± + + + + 30 + FW с сервера A.I.M.: Сообщение от Стефана Ротмана + Спасибо за то, что связались со мной. Как Вы уже знаете, среди новых членов A.I.M. я признан одним из лучших, и поэтому меня часто вызывают на сложные и опасные задания. ± ± В настоящее время я свободен, однако сомневаюсь, что это продлится долго. ± + + + + 31 + FW с сервера A.I.M.: Сообщение от Роберта Джеймса Салливана + Хорошо, что позвонил, друг. Я вернулся в A.I.M. и жду нового задания. Разыщи меня и мы поговорим о деле. Не думаю, что нам что-то помешает, но как знать. ± + + + + 32 + FW с сервера A.I.M.: Сообщение от Жана-Пьера Вийо + Злобный в офисе. Жду. ± + + + + 33 + FW с сервера A.I.M.: Сообщение от доктора К. Хуаонга + Ваше сообщение получено. Если у Вас по-прежнему есть вопросы, которые вы хотели бы обсудить со мной лично, я буду рад встретиться. ± + + + + 34 + FW с сервера A.I.M.: Сообщение от Эдгара Сморфа + Получил вызов. Я тебе нужен? Подваливай. ± + + + + 35 + FW с сервера A.I.M.: Сообщение от Тора Кауфмана + Привет. Извините, что не смог с Вами поговорить. Я был очень занят. ± ± А сейчас я свободен, и, если это еще необходимо, мы можем поговорить. ± + + + + 36 + FW с сервера A.I.M.: Сообщение от Шейлы Стерлинг + Приветствую. Это Стрелка Стерлинг, и я, как обещала, отвечаю на Ваше сообщение. Если у Вас есть, что мне предложить, обращайтесь в A.I.M. ± + + + + 37 + FW с сервера A.I.M.: Сообщение от Питера Сандерсона + Это ты звонил? Я был в сортире. Перезвони мне. ± + + + + 38 + FW с сервера A.I.M.: Сообщение от доктора Майкла Доусона + Отлично! Я получил Ваше сообщение и с нетерпением ожидаю предложения о работе. ± ± Спасибо! ± ± Майкл Доусон, ЭмДи. ± + + + + 39 + FW с сервера A.I.M.: Сообщение от Нормы Джессоп + Я получила твое душераздирающее сообщение. Ты знаешь, где меня найти, но учти - мое время дорого стоит. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 61 + Subject : None + Message : None + + + 62 + Subject : None + Message : None + + + 63 + Subject : None + Message : None + + + 64 + Subject : None + Message : None + + + 65 + Subject : None + Message : None + + + 66 + Subject : None + Message : None + + + 67 + Subject : None + Message : None + + + 68 + Subject : None + Message : None + + + 69 + Subject : None + Message : None + + + 70 + Subject : None + Message : None + + + 71 + Subject : None + Message : None + + + 72 + Subject : None + Message : None + + + 73 + Subject : None + Message : None + + + 74 + Subject : None + Message : None + + + 75 + Subject : None + Message : None + + + 76 + Subject : None + Message : None + + + 77 + Subject : None + Message : None + + + 78 + Subject : None + Message : None + + + 79 + Subject : None + Message : None + + + 80 + Subject : None + Message : None + + + 81 + None + None + + + 82 + None + None + + + 83 + None + None + + + 84 + None + None + + + 85 + None + None + + + 86 + None + None + + + 87 + None + None + + + 88 + None + None + + + 89 + None + None + + + 90 + None + None + + + 91 + None + None + + + 92 + None + None + + + 93 + None + None + + + 94 + None + None + + + 95 + None + None + + + 96 + None + None + + + 97 + None + None + + + 98 + None + None + + + 99 + None + None + + + 100 + None + None + + + 101 + None + None + + + 102 + None + None + + + 103 + None + None + + + 104 + None + None + + + 105 + None + None + + + 106 + None + None + + + 107 + None + None + + + 108 + None + None + + + 109 + None + None + + + 110 + None + None + + + 111 + None + None + + + 112 + None + None + + + 113 + None + None + + + 114 + None + None + + + 115 + None + None + + + 116 + None + None + + + 117 + None + None + + + 118 + None + None + + + 119 + None + None + + + 120 + None + None + + + 121 + None + None + + + 122 + None + None + + + 123 + None + None + + + 124 + None + None + + + 125 + None + None + + + 126 + None + None + + + 127 + None + None + + + 128 + None + None + + + 129 + None + None + + + 130 + None + None + + + 131 + None + None + + + 132 + None + None + + + 133 + None + None + + + 134 + None + None + + + 135 + None + None + + + 136 + None + None + + + 137 + None + None + + + 138 + None + None + + + 139 + None + None + + + 140 + None + None + + + 141 + None + None + + + 142 + None + None + + + 143 + None + None + + + 144 + None + None + + + 145 + None + None + + + 146 + None + None + + + 147 + None + None + + + 148 + None + None + + + 149 + None + None + + + 150 + None + None + + + 151 + None + None + + + 152 + None + None + + + 153 + None + None + + + 154 + None + None + + + 155 + None + None + + + 156 + None + None + + + 157 + None + None + + + 158 + None + None + + + 159 + None + None + + + 160 + None + None + + + 161 + None + None + + + 162 + None + None + + + 163 + None + None + + + 164 + None + None + + + 165 + None + None + + + 166 + None + None + + + 167 + None + None + + + 168 + None + None + + + 169 + None + None + + + + 170 + FW с сервера A.I.M.: Письмо от Виктора Колесникова + Привет. Это Монк. Получил твое сообщение. Я вернулся, так что можешь со мной связаться. ± ± Жду звонка. ± + + + + 171 + FW с сервера A.I.M.: Письмо от Янно Аллика + Я готов обсудить задания. Для всего есть свое время и место. ± ± Янно Аллик ± + + + + 172 + FW с сервера A.I.M.: Письмо от Леннарта Вильде + Леннарт Вильде вернулся! + + + + 173 + FW с сервера A.I.M.: Письмо от Хеннинга фон Браница + Получил твое сообщение, спасибо. Если хочешь обсудить работу, свяжись со мной на сайте A.I.M. До встречи! ± ± Хеннинг фон Браниц ± + + + + 174 + FW с сервера A.I.M.: Письмо от Люка Фабра + Послание получил, мерси! С удовольствием рассмотрю ваши предложения. Вы знаете, где меня найти. ± ± Жду с нетерпением ± + + + + 175 + FW с сервера A.I.M.: Письмо от Лоры Колин + Привет! Спасибо, что оставили сообщение. Звучит интересно. ± ± Зайдите снова в A.I.M. Хотелось бы услышать больше. ± ± С уважением! ± ± Др. Лора Колин ± ± P.S. Надеюсь, Монк уже в вашей команде? ± + + + + 176 + FW с сервера A.I.M.: Письмо от Грациеллы Джирелли + Вы хотели связаться со мной, но неудачно.± ± Семейное собрание. Думаю, вы понимаете. Я уже устала от семьи и буду рада. Если вы снова свяжетесь со мной через сайт A.I.M. ± ± Чао! ± + + + + 177 + FW с сервера A.I.M.: Письмо от Рудольфа Штайгера + Ты знаешь, сколько звонков я получаю каждый день? Любой придурок считает, что может позвонить мне. ± ± Но я вернулся, если тебе есть чем меня заинтересовать.± + + + + 178 + FW с сервера A.I.M.: Наёмник доступен + Я на месте. Жду звонка чтобы обсудить условия контракта.± + + + 179 + None + None + + + 180 + None + None + + + 181 + None + None + + + 182 + None + None + + + 183 + None + None + + + 184 + None + None + + + 185 + None + None + + + 186 + None + None + + + 187 + None + None + + + 188 + None + None + + + 189 + None + None + + + 190 + None + None + + + 191 + None + None + + + 192 + None + None + + + 193 + None + None + + + 194 + None + None + + + 195 + None + None + + + 196 + None + None + + + 197 + None + None + + + 198 + None + None + + + 199 + None + None + + + 200 + None + None + + + 201 + None + None + + + 202 + None + None + + + 203 + None + None + + + 204 + None + None + + + 205 + None + None + + + 206 + None + None + + + 207 + None + None + + + 208 + None + None + + + 209 + None + None + + + 210 + None + None + + + 211 + None + None + + + 212 + None + None + + + 213 + None + None + + + 214 + None + None + + + 215 + None + None + + + 216 + None + None + + + 217 + None + None + + + 218 + None + None + + + 219 + None + None + + + 220 + None + None + + + 221 + None + None + + + 222 + None + None + + + 223 + None + None + + + 224 + None + None + + + 225 + None + None + + + 226 + None + None + + + 227 + None + None + + + 228 + None + None + + + 229 + None + None + + + 230 + None + None + + + 231 + None + None + + + 232 + None + None + + + 233 + None + None + + + 234 + None + None + + + 235 + None + None + + + 236 + None + None + + + 237 + None + None + + + 238 + None + None + + + 239 + None + None + + + 240 + None + None + + + 241 + None + None + + + 242 + None + None + + + 243 + None + None + + + 244 + None + None + + + 245 + None + None + + + 246 + None + None + + + 247 + None + None + + + 248 + None + None + + + 249 + None + None + + + 250 + None + None + + + 251 + None + None + + + 252 + None + None + + + 253 + None + None + + + 254 + None + None + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Email/Russian.EmailMercLevelUp.xml b/gamedir/Data-UB/TableData/Email/Russian.EmailMercLevelUp.xml new file mode 100644 index 000000000..ca37767cf --- /dev/null +++ b/gamedir/Data-UB/TableData/Email/Russian.EmailMercLevelUp.xml @@ -0,0 +1,1294 @@ + + + + + 0 + Subject : None + Message : None + + + 1 + Subject : None + Message : None + + + 2 + Subject : None + Message : None + + + 3 + Subject : None + Message : None + + + 4 + Subject : None + Message : None + + + 5 + Subject : None + Message : None + + + 6 + Subject : None + Message : None + + + 7 + Subject : None + Message : None + + + 8 + Subject : None + Message : None + + + 9 + Subject : None + Message : None + + + 10 + Subject : None + Message : None + + + 11 + Subject : None + Message : None + + + 12 + Subject : None + Message : None + + + 13 + Subject : None + Message : None + + + 14 + Subject : None + Message : None + + + 15 + Subject : None + Message : None + + + 16 + Subject : None + Message : None + + + 17 + Subject : None + Message : None + + + 18 + Subject : None + Message : None + + + 19 + Subject : None + Message : None + + + 20 + Subject : None + Message : None + + + 21 + Subject : None + Message : None + + + 22 + Subject : None + Message : None + + + 23 + Subject : None + Message : None + + + 24 + Subject : None + Message : None + + + 25 + Subject : None + Message : None + + + 26 + Subject : None + Message : None + + + 27 + Subject : None + Message : None + + + 28 + Subject : None + Message : None + + + 29 + Subject : None + Message : None + + + 30 + Subject : None + Message : None + + + 31 + Subject : None + Message : None + + + 32 + Subject : None + Message : None + + + 33 + Subject : None + Message : None + + + 34 + Subject : None + Message : None + + + 35 + Subject : None + Message : None + + + 36 + Subject : None + Message : None + + + 37 + Subject : None + Message : None + + + 38 + Subject : None + Message : None + + + 39 + Subject : None + Message : None + + + + 40 + Извещение о повышении цен на услуги. + Сим документом извещаю Вас о подорожании услуг Бифа, которое обусловлено повышением его профессионального уровня. Лично я не удивлен. ± ± Спек Т. Кляйн ± + + + + 41 + Извещение о повышении цен на услуги. + Настоящим извещаю Вас о том, что размер гонорара 'Нервного' был пересмотрен в связи с его заслугами на поле боя. C настоящего момента жалованье этого наемника возрастает. ± ± Спек Т. Кляйн ± + + + + 42 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению, что с настоящего момента гонорар 'Кардана' увеличивается вследствие повышения его профессионального уровня. ± ± Спек Т. Кляйн ± + + + + 43 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению, что заслуги 'Бритвы' позволяют ему требовать более достойной оплаты. Поэтому его гонорар был увеличен, чтобы соответствовать его умениям. ± ± Спек Т. Кляйн ± + + + + 44 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению, что повышение боевых навыков Фло влечет за собой повышение ее гонорара. ± ± Спек Т. Кляйн ± + + + + 45 + Извещение о повышении цен на услуги. + Примите к сведению. Из-за повышения боевых навыков 'Хоббита', его арендная плата увеличилась. ± ± Спек Т. Кляйн ± + + + + 46 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению, что, принимая в расчет опыт и преданность Ларри своему делу, мы увеличили его гонорар. ± ± Спек Т. Кляйн ± + + + + 47 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению, что, принимая в расчет опыт и преданность Ларри своему делу, мы увеличили его гонорар. ± ± Спек Т. Кляйн ± + + + + 48 + Извещение о повышении цен на услуги. + Сим уведомляю, что отличная работа 'Пумы' заслуживает поощрения в виде повышения гонорара. Постановление считать действительным с текущего момента. ± ± Спек Т. Кляйн ± + + + + 49 + Извещение о повышении цен на услуги. + Пожалуйста, примите к сведению. Арендная плата 'Рикошета' возросла вследствие увеличения его боевого опыта. ± ± Спек Т. 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b/gamedir/Data-UB/TableData/Lookup/ArmourClass.xml new file mode 100644 index 000000000..8a366c4dd --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/ArmourClass.xml @@ -0,0 +1,27 @@ + + + + 0 + Helmet + + + 1 + Vest + + + 2 + Leggings + + + 3 + Plate + + + 4 + Monster + + + 5 + Vehicle + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/AttachmentClass.xml b/gamedir/Data-UB/TableData/Lookup/AttachmentClass.xml new file mode 100644 index 000000000..375991e56 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/AttachmentClass.xml @@ -0,0 +1,55 @@ + + + + 0 + None + + + 1 + Default 1 + + + 2 + Barrel + + + 4 + Laser + + + 8 + Sight + + + 16 + Scope + + + 32 + Stock + + + 64 + Ammo + + + 128 + Internal + + + 256 + External + + + 512 + Underbarrel + + + 1024 + Grenade + + + 2048 + Rocket + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/AttachmentSystem.xml b/gamedir/Data-UB/TableData/Lookup/AttachmentSystem.xml new file mode 100644 index 000000000..270dc6193 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/AttachmentSystem.xml @@ -0,0 +1,15 @@ + + + + 0 + Any + + + 1 + OAS Only + + + 2 + NAS Only + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/Cursor.xml b/gamedir/Data-UB/TableData/Lookup/Cursor.xml new file mode 100644 index 000000000..dfc643256 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/Cursor.xml @@ -0,0 +1,95 @@ + + + + 0 + Invalid + + + 1 + Quest + + + 2 + Punch + + + 3 + Target + + + 4 + Knife + + + 5 + Aid + + + 6 + Toss + + + 8 + Mine + + + 9 + Lockpick + + + 10 + Metal Detector + + + 11 + Crowbar + + + 12 + Surveillance Camera + + + 13 + Camera + + + 14 + Key + + + 15 + Saw + + + 16 + Wirecutter + + + 17 + Remote + + + 18 + Bomb + + + 19 + Repair + + + 20 + Trajectory + + + 21 + Jar + + + 22 + Tin can + + + 23 + Refuel + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/ExplosionSize.xml b/gamedir/Data-UB/TableData/Lookup/ExplosionSize.xml new file mode 100644 index 000000000..843dbe66a --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/ExplosionSize.xml @@ -0,0 +1,15 @@ + + + + 0 + None + + + 1 + Standard + + + 2 + HighExplosive + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/ExplosionType.xml b/gamedir/Data-UB/TableData/Lookup/ExplosionType.xml new file mode 100644 index 000000000..9ea420b19 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/ExplosionType.xml @@ -0,0 +1,43 @@ + + + + 0 + Normal + + + 1 + Stun + + + 2 + Tear Gas + + + 3 + Mustard Gas + + + 4 + Flare + + + 5 + Noise + + + 6 + Smoke + + + 7 + Creature Gas + + + 8 + Fire + + + 9 + Flashbang + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/ItemClass.xml b/gamedir/Data-UB/TableData/Lookup/ItemClass.xml new file mode 100644 index 000000000..6ccc21c1b --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/ItemClass.xml @@ -0,0 +1,79 @@ + + + + 1 + Nothing + + + 2 + Gun + + + 4 + Knife + + + 8 + Throwing Knife + + + 16 + Launcher + + + 32 + Tentacle + + + 64 + Thrown Weapon + + + 128 + Blunt Weapon + + + 256 + Grenade + + + 512 + Bomb + + + 1024 + Ammo + + + 2048 + Armour + + + 4096 + Medkit + + + 8192 + Kit + + + 32768 + Face Item + + + 65536 + Key + + + 131072 + Load Bearing Equipment + + + 268435456 + Misc + + + 536870912 + Money + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/LBEClass.xml b/gamedir/Data-UB/TableData/Lookup/LBEClass.xml new file mode 100644 index 000000000..39bd6f472 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/LBEClass.xml @@ -0,0 +1,23 @@ + + + + 0 + Nothing + + + 1 + Thigh Pack + + + 2 + Vest + + + 3 + Combat Pack + + + 4 + Backpack + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/MergeType.xml b/gamedir/Data-UB/TableData/Lookup/MergeType.xml new file mode 100644 index 000000000..96bc1d940 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/MergeType.xml @@ -0,0 +1,35 @@ + + + + 0 + Destruction + + + 1 + Combine + + + 2 + Treat Armour + + + 3 + Explosive + + + 4 + Easy + + + 5 + Electronic + + + 6 + Use Item + + + 7 + Use Item (Hard) + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/PocketSize.xml b/gamedir/Data-UB/TableData/Lookup/PocketSize.xml new file mode 100644 index 000000000..657504899 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/PocketSize.xml @@ -0,0 +1,19 @@ + + + + 0 + None + + + 1 + Small + + + 2 + Medium + + + 3 + Large + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/Silhouette.xml b/gamedir/Data-UB/TableData/Lookup/Silhouette.xml new file mode 100644 index 000000000..1f516be2c --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/Silhouette.xml @@ -0,0 +1,107 @@ + + + + 0 + Vest + + + 1 + Right Thigh + + + 2 + Left Thigh + + + 3 + Backpack + + + 4 + Combat Pack + + + 5 + Gun + + + 6 + Rocket Launcher + + + 7 + Big Bag + + + 8 + Medium Bag + + + 9 + SMG + + + 10 + Explosive + + + 11 + Knife + + + 12 + Small Bag + + + 13 + Pistol + + + 14 + GL Grenade + + + 15 + Hand Grenade + + + 16 + Pistol Ammo + + + 17 + SMG Ammo + + + 18 + Rifle Ammo + + + 19 + Large Ammo + + + 20 + Shirt Pocket + + + 21 + Belt Clip + + + 22 + Huge/Belt Ammo + + + 23 + Revolver Ammo + + + 24 + Large Medical Cross + + + 25 + Small Medical Cross + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/SkillCheckType.xml b/gamedir/Data-UB/TableData/Lookup/SkillCheckType.xml new file mode 100644 index 000000000..b275432e8 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/SkillCheckType.xml @@ -0,0 +1,67 @@ + + + + 0 + None + + + 1 + Lockpick + + + 2 + Elec. Lockpick + + + 3 + Attach Timed Detonator + + + 4 + Attach Remote Detonator + + + 5 + Plant Timed Bomb + + + 6 + Plant Remote Bomb + + + 7 + Open With Crowbar + + + 8 + Smash Door + + + 9 + Disarm Trap + + + 10 + Unjam Gun + + + 11 + Notice Dart + + + 12 + Lie to Queen + + + 13 + Attach Special Item + + + 14 + Attach Special Elec. Item + + + 15 + Disarm Elec. Trap + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/WeaponClass.xml b/gamedir/Data-UB/TableData/Lookup/WeaponClass.xml new file mode 100644 index 000000000..709492b90 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/WeaponClass.xml @@ -0,0 +1,35 @@ + + + + 0 + None + + + 1 + Handgun + + + 2 + Submachinegun + + + 3 + Rifle + + + 4 + Machinegun + + + 5 + Shotgun + + + 6 + Knife + + + 7 + Monster + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Lookup/WeaponType.xml b/gamedir/Data-UB/TableData/Lookup/WeaponType.xml new file mode 100644 index 000000000..b36ce8df6 --- /dev/null +++ b/gamedir/Data-UB/TableData/Lookup/WeaponType.xml @@ -0,0 +1,39 @@ + + + + 0 + None + + + 1 + Pistol + + + 2 + Machine Pistol + + + 3 + Submachinegun + + + 4 + Rifle + + + 5 + Sniper Rifle + + + 6 + Assault Rifle + + + 7 + Light Machinegun + + + 8 + Shotgun + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/A9_0_ExtraItems_Expert.xml b/gamedir/Data-UB/TableData/Map/A9_0_ExtraItems_Expert.xml new file mode 100644 index 000000000..77285d18a --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/A9_0_ExtraItems_Expert.xml @@ -0,0 +1,20 @@ + + + diff --git a/gamedir/Data-UB/TableData/Map/AltSectors.xml b/gamedir/Data-UB/TableData/Map/AltSectors.xml new file mode 100644 index 000000000..789162c22 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/AltSectors.xml @@ -0,0 +1,41 @@ + + + + + + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 + diff --git a/gamedir/Data-UB/TableData/Map/BloodcatPlacements.XML b/gamedir/Data-UB/TableData/Map/BloodcatPlacements.XML new file mode 100644 index 000000000..8b875699a --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/BloodcatPlacements.XML @@ -0,0 +1,692 @@ + + + A15 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 9 + + + 15 + 3 + 9 + + + 20 + 3 + 9 + + + + B4 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 9 + + + 15 + 3 + 9 + + + 20 + 3 + 9 + + + + B16 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 8 + + + 15 + 3 + 8 + + + 20 + 3 + 8 + + + + C3 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 10 + + + 15 + 3 + 12 + + + 20 + 3 + 12 + + + + C8 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 10 + + + 15 + 3 + 12 + + + 20 + 3 + 13 + + + + C11 + 0 + + 5 + 3 + 7 + + + 10 + 3 + 7 + + + 15 + 3 + 7 + + + 20 + 3 + 7 + + + + D4 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 8 + + + 15 + 3 + 8 + + + 20 + 3 + 8 + + + + D9 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 10 + + + 15 + 3 + 12 + + + 20 + 3 + 12 + + + + E11 + 0 + + 5 + 3 + 8 + + + 10 + 3 + 10 + + + 15 + 3 + 10 + + + 20 + 3 + 10 + + + 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b/gamedir/Data-UB/TableData/Map/Dutch.ShippingDestinations.xml @@ -0,0 +1,71 @@ + + + + 0 + Austin + + + 1 + Baghdad + + + 2 + Drassen + + + 3 + Hong Kong + + + 4 + Beirut + + + 5 + London + + + 6 + Los Angeles + + + 7 + Meduna + + + 8 + Metavira + + + 9 + Miami + + + 10 + Moscow + + + 11 + New York + + + 12 + Ottawa + + + 13 + Paris + + + 14 + Tripoli + + + 15 + Tokyo + + + 16 + Vancouver + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/DynamicRestrictions.xml b/gamedir/Data-UB/TableData/Map/DynamicRestrictions.xml new file mode 100644 index 000000000..54ccdcd7c --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/DynamicRestrictions.xml @@ -0,0 +1,851 @@ + + + + + A9 + 2 + + + A10 + 2 + + + A12 + 2 + + + A13 + 2 + + + A14 + 2 + + + B9 + 2 + + + B10 + 2 + + + B11 + 2 + + + B12 + 2 + + + B13 + 2 + + + B14 + 2 + + + C12 + 2 + + + C13 + 2 + + + C14 + 2 + + + D12 + 2 + + + D13 + 2 + + + D14 + 2 + + + D15 + 2 + + + E12 + 2 + + + E13 + 2 + + + E14 + 2 + + + E15 + 2 + 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+ I11 + 21 + 1 + + + I11 + 22 + 1 + + + I11 + 25 + 1 + + + + K15 + 7 + 1 + + + + I13 + 11 + 0 + + + + J13 + 23 + 1 + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/FacilityTypes.xml b/gamedir/Data-UB/TableData/Map/FacilityTypes.xml new file mode 100644 index 000000000..bdf0dcb15 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/FacilityTypes.xml @@ -0,0 +1,406 @@ + + + 1 + Hospital + Hospital + 2 + + DOCTOR + Perform life-saving surgery on your wounded men, using state-of-the-art equipment. Increases the DOCTOR's efficiency. + 2 + 150 + 40 + + 60 + 75 + + + + + + 2 + Small Sleazy Bar + Bar + 4 + + REST + Have a drink at the local bar! Increases loyalty in this town, for a price and a chance to get drunk. + 4 + 150 + 15 + + + + 700 + 0 + 15 + + + 40 + 1 + 0 + + + 500 + 1 + 0 + + + + + + 3 + Prison Complex + Prison + 0 + + + + 4 + Small Airport + Airport + 4 + + PRACTICE_STRENGTH + Spend some time loading and unloading aircraft. Increases the efficiency of STRENGTH practice. + 4 + 130 + + + + + 5 + Munitions Factory + Factory + 2 + + REPAIR_ITEMS + The machinery here can manufacture all sorts of replacements parts, which will increase your efficiency at repair, assuming you know how to use the complex machinery here. + 2 + 200 + 30 + + 60 + 70 + + + + + + 6 + Military Barracks + Barracks + 10 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside! + 10 + 110 + 105 + + + + + 7 + Military Headquarters + Mil. HQ + 1 + + STAFF + The war room here has all sorts of digital equipment, designed for maintaining a good grasp on the strategic situation across the country. This will help you coordinate your defenses, and collect information about enemy movements in the wilderness. + 1 + 1 + + 80 + 60 + + + + + + 8 + Shooting Range + Range + 5 + + PRACTICE_MARKSMANSHIP + Why not spend some time practicing your aim? The dummy targets are practically begging for it. It sure as hell beats taking pot-shots at rocks out in the wilderness. + 5 + 130 + + + + + 9 + A.C.A Building + A.C.A + 1 + + STAFF + The locals here may be willing to scout out the surrounding area for you. You can collect the information gleaned from them to get a better idea about enemy activity in this region. + 1 + 1 + 2 + + 75 + 30 + 60 + + + + + + 10 + SAM Site + SAM Site + 2 + + + + 11 + Mine + Mine + 4 + + PRACTICE_EXPLOSIVES + Anyone who knows how to set explosives will be welcome in a mine. Increases efficiency of EXPLOSIVES training. + 4 + 150 + + 40 + 70 + + + + + + 12 + Small Church + Church + 1 + + REST + A solemn hour of prayer and devotion in a quiet little church can help raise anyone's spirit. It might also convince the locals that you respect their way of life. + 1 + 110 + + + + 200 + 10 + 10 + + + 50 + 1 + 0 + + + + + + 13 + Boxing Club + Club + 2 + + PRACTICE_HEALTH + There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Increases the efficiency of HEALTH training. + 2 + 200 + + 60 + 40 + 40 + + + + + + 14 + National Museum + Museum + 0 + + + + 15 + Laboratory + Lab + 0 + + + + 16 + Junkyard + Junkyard + 6 + + REPAIR_ITEMS + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 6 + 120 + 120 + 60 + + + REPAIR_VEHICLE + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 2 + 110 + 120 + 75 + + + REPAIR_ROBOT + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 1 + 175 + 120 + 90 + + + + + 17 + Beach Resort + Beach + 32 + + REST + Sun, sand, surf. This sure as hell beats sleeping in a trench. + 32 + 15 + 200 + 160 + + 500 + 10 + 15 + + + + + + 18 + Legacy Militia Training Facility + Legacy + 2 + 2 + + + + 19 + Military Barracks + Barracks + 10 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside! + 10 + 110 + 105 + + + + + 20 + Fung's Store + Fung's + 0 + + + + 21 + Hiden Arms Store + Arms Store + 0 + + + + 22 + Gym + Gym + 2 + + PRACTICE_HEALTH + There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Increases the efficiency of HEALTH training. + 2 + 200 + + 60 + 40 + 40 + + + + + + 23 + Power Plant + Power Plant + 0 + + + + 24 + Workshop unit + workshop unit + 6 + + REPAIR_ITEMS + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 6 + 120 + 120 + 60 + + + REPAIR_VEHICLE + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 2 + 110 + 120 + 75 + + + REPAIR_ROBOT + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. + 1 + 175 + 120 + 90 + + + + + 25 + Hiden Bar + Bar + 4 + + REST + Have a drink at the local bar! Increases loyalty in this town, for a price and a chance to get drunk. + 4 + 150 + 15 + + + + 700 + 0 + 15 + + + 40 + 1 + 0 + + + 500 + 1 + 0 + + + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/German.FacilityTypes.xml b/gamedir/Data-UB/TableData/Map/German.FacilityTypes.xml new file mode 100644 index 000000000..bbfdd1005 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/German.FacilityTypes.xml @@ -0,0 +1,181 @@ + + + + 1 + Spital + Spital + + DOCTOR + Führen Sie eine lebensrettende Operation an Ihren verwundeten Soldaten durch mit optimalster Ausrüstung. Dies steigert die Effizienz des DOKTOR Trainings. + + + + + 2 + Kleine Bar + Bar + + REST + Kippen Sie einen Drink an der örtlichen Bar! Dies erhöht die Loyalität in dieser Stadt und gibt die Gelegenheit sich zu betrinken. + + + + + 3 + Gefängniskomplex + Gefängnis + + + + 4 + Kleiner Flughafen + Flughafen + + PRACTICE_STRENGTH + Verbringe einige Zeit mit dem be- und entladen der Flugzeuge. Dies steigert die Effizienz des KRAFT Trainings. + + + + + 5 + Munitionsfabrik + Fabrik + + REPAIR_ITEMS + Diese Maschinen hier können alle Arten von Ersatzteilen fertigen, vorausgesetzt Sie wissen, wie man komplexe Maschinen bedient. Dies steigert die Effizienz des REPARATUR Trainings. + + + + + 6 + Militärbaracken + Baracken + + REST + Es gibt viele Betten hier, zwar nicht sehr komfortabel, aber immer noch besser als draußen zu schlafen! + + + + + 7 + Hauptquartier + HQ + + STAFF + Es gibt hier alle Sorten von High-Tech Ausrüstung, konzipiert für einen guten Überblick über die strategische Situation im ganzen Land. Dies hilft Ihnen Ihre Abwehrkräfte zu koordinieren, und sammeln Informationen über feindliche Bewegungen. + + + + + 8 + Schießplatz + S.Platz + + PRACTICE_MARKSMANSHIP + Warum nicht ein wenig Schußtraining hier an den Dummys praktizieren, Sie könnten es später noch gebrauchen! + + + + + 9 + A.C.A Gebäude + A.C.A + + STAFF + Die Einheimischen hier sind unter Umständen bereit, die Umgebung für Sie ein wenig auszukundschaften. Diese Infos könnten hilfreich sein über feindliche Aktivitäten in der näheren Umgebung. + + + + + 10 + Raketenstützpunkt + SAM-Batterie + + + + 11 + Miene + Miene + + PRACTICE_EXPLOSIVES + Jeder der weiß, wie man mit Sprengstoff hantiert ist hier willkommen. Dies steigert die Effizienz des SPRENGSTOFF Trainings. + + + + + 12 + Kapelle + Kapelle + + REST + Ein kurzes Gebet in der Kirche hat noch keinem geschadet. Es könnte sogar die Einheimischen davon überzeugen, dass Sie deren Lebeweise respektieren. + + + + + 13 + Boxclub + Club + + PRACTICE_HEALTH + Es gibt genug sportliches Gerät hier, um den Körper fit zu halten. Dies steigert die Effizienz des GESUNDHEIT Trainings. + + + + + 14 + Nationalmuseum + Museum + + + + 15 + Laboratorium + Labor + + + + 16 + Schrottplatz + Schrottplatz + + REPAIR_ITEMS + Hier gibts alles was sonst keiner mehr gebrauchen kann, aber durchaus nützlich sein kann. Dies macht Reparaturarbeiten deutlich einfacher. + + + REPAIR_VEHICLE + Hier gibts alles was sonst keiner mehr gebrauchen kann, aber durchaus nützlich sein kann. Dies macht Reparaturarbeiten deutlich einfacher. + + + REPAIR_ROBOT + Hier gibts alles was sonst keiner mehr gebrauchen kann, aber durchaus nützlich sein kann. Dies macht Reparaturarbeiten deutlich einfacher. + + + + + 17 + Strandplatz + Strand + + REST + Sonne, Sand und surfen. Muss man mehr dazu sagen?. + + + + + 18 + Miliz-Trainingseinrichtung + Miliz + + + + 19 + Feldspital + Spital + + DOCTOR + Hier werden dringend lebensrettende Behandlung an Ihren Soldaten durchgeführt. Dies steigert die Effizienz des DOKTOR Trainings. + + + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/German.SectorNames.xml b/gamedir/Data-UB/TableData/Map/German.SectorNames.xml new file mode 100644 index 000000000..b4d46c957 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/German.SectorNames.xml @@ -0,0 +1,1794 @@ + + + A1 + Tropen + Tropen + Tropen + Tropen + + + A2 + Chitzena + Chitzena + Chitzena + Chitzena + + + A3 + Ebene + Ebene + Ebene + Ebene + + + A4 + Unbekannt + Unbekannt + Unbekannt + Unbekannt + + + A5 + Unbekannt + Unbekannt + Unbekannt + Unbekannt + + + A6 + Hügel + Hügel + Hügel + Hügel + + + A7 + Hügel + Hügel + Hügel + Hügel + + + A8 + Hügel + Hügel + Hügel + Hügel + + + A9 + Omerta + Omerta + Omerta + Omerta + + + A10 + Omerta + Omerta + Omerta + Omerta + + + A11 + Farmland + Farmland + Farmland + Farmland + + + A12 + Dichter Wald + Dichter Wald + Dichter Wald + Dichter Wald + + + A13 + Lichter Wald + Lichter Wald + Lichter Wald + 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EDGEOFWORLD + EDGEOFWORLD + EDGEOFWORLD + 1 + + + diff --git a/gamedir/Data-UB/TableData/Map/Polish.Cities.xml b/gamedir/Data-UB/TableData/Map/Polish.Cities.xml new file mode 100644 index 000000000..17f0f4943 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/Polish.Cities.xml @@ -0,0 +1,13 @@ + + + + + 1 + Varrez + + + 2 + + + + \ No newline at end of file diff --git a/gamedir/Data-UB/TableData/Map/Polish.FacilityTypes.xml b/gamedir/Data-UB/TableData/Map/Polish.FacilityTypes.xml new file mode 100644 index 000000000..905623344 --- /dev/null +++ b/gamedir/Data-UB/TableData/Map/Polish.FacilityTypes.xml @@ -0,0 +1,180 @@ + + + 1 + Szpital + Szpital + + DOCTOR + Wykonaj operacje ratujące życie na swoich rannych ludziach za pomocą sprzętu najwyższej jakości. Zwiększa skuteczność LECZENIA. + + + + + 2 + Lichy Barek + Barek + + REST + Napij się w miejscowej knajpie! Zwiększa lojalność w tym mieście, choć wiąże się z pewnymi kosztami oraz szansą na upicie. + + + + + 3 + Kompleks Więzienny + Więzienie + + + + 4 + Małe Lotnisko + Lotnisko + + PRACTICE_STRENGTH + Spędź trochę czasu przeładowując towar na lotnisku. Zwiększa skuteczność szkolenia w zakresie SIŁY. + + + + + 5 + Fabryka Amunicji + Fabryka + + REPAIR_ITEMS + Obecna tu maszyneria może służyć do produkcji dowolnego rodzaju części zamiennych, co zwiększa skuteczność napraw, biorąc pod uwagę że potrafi się wykorzystać owe skomplikowane wyposażenie. + + + + + 6 + Koszary + Koszary + + REST + Jest tu wiele łóżek. Nocleg tu nie jest luksusem, lecz lepsze to niż spanie pod chmurką! + + + + + 7 + Kwatera Główna Armii + Kwatera Gł. + + STAFF + Tutejsza sala dowodzenia wyposażona jest we wszelkiej maści sprzęt cyfrowy, opracowany z myślą o trzymanie ręki na pulsie w sprawach strategii kraju. Ułatwia to koordynowanie działań obronnych i zbieranie danych wywiadowczych na temat ruchów sił wroga. + + + + + 8 + Strzelnica + Strzelnica + + PRACTICE_MARKSMANSHIP + Czemu nie poświęcić chwili na poprawę um. strzeleckich? Tarcze strzeleckie aż się o to proszą. Na pewno stanowi to przełom w stosunku do strzelania do kamieni na odludziu. + + + + + 9 + Budynek A.C.A. + A.C.A + + STAFF + Miejscowi mogą wyrazić chęć wykonania rozpoznania sąsiednich terenów. Masz możliwość zbierania informacji zdobytych przez miejscowych, aby mieć lepsze pojęcie o ruchach wroga w tym rejonie. + + + + + 10 + Rakiety Z-P + Rakiety Z-P + + + + 11 + Kopalnia + Kopalnia + + PRACTICE_EXPLOSIVES + Każdy, kto umie podłożyć ładunek wybuchowy będzie tu mile widziany. Zwiększa skuteczność szkolenia w zakresie MATERIAŁÓW WYBUCHOWYCH. + + + + + 12 + Kościółek + Kościół + + REST + Godzina szczerej modlitwy w spokoju kościelnych murów może pomóc każdemu podnieść się na duchu. Istnieje też szansa że przekonasz miejscowych o swoim szacunku do ich stylu życia. + + + + + 13 + Klub Bokserski + Klub + + PRACTICE_HEALTH + Jest tu mnóstwo sprzętu sportowego, proszącego się o użycie. Wspaniały sposób na bardzo wyważony, znacznie poprawiający kondycję trening. Zwiększa skuteczność szkolenia w zakresie ZDROWIA. + + + + + 14 + Muzeum Narodowe + Muzeum + + + + 15 + Laboratorium + Laboratorium + + + + 16 + Złomowisko + Złomowisko + + REPAIR_ITEMS + To miejsce jest dosłownie zawalone wszelkiej maści częściami zamiennymi. Na pewno usprawni to skuteczność wszelkich napraw. + + + REPAIR_VEHICLE + To miejsce jest dosłownie zawalone wszelkiej maści częściami zamiennymi. Na pewno usprawni to skuteczność wszelkich napraw. + + + REPAIR_ROBOT + To miejsce jest dosłownie zawalone wszelkiej maści częściami zamiennymi. Na pewno usprawni to skuteczność wszelkich napraw. + + + + + 17 + Kurort na Plaży + Plaża + + REST + Słońce, surfing i ciepły piasek. Wielka poprawa w stosunku spania w okopie. + + + + + 18 + Legacy Militia Training Facility + Legacy + + + + 19 + Wojskowy Szpital Polowy + Szpital Polowy + + DOCTOR + Przeprowadź w warunkach polowych pilne działania ratujące życie na swoich rannych podwładnych. Zwiększa skuteczność UM. 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жизни ваших раненых бойцов. Повышает эффективность докторских умений. + + + + + 2 + Грязненькая пивнушка + Пивная + + REST + Отведайте напитков в местной пивной! Улучшите отношение горожан к вам за цену выпивки и возможность напиться. + + + + + 3 + Тюремный комплекс + Тюрьма + + + + 4 + Малый аэропорт + Аэропорт + + PRACTICE_STRENGTH + Потратьте своё свободное время на загрузку и разгрузку самолётов. Увеличивает эффективность тренировки вашей силы. + + + + + 5 + Завод комплектующих + Завод + + REPAIR_ITEMS + На станках этого завода можно изготовить любые запчасти. Такая возможность значительно увеличит вашу эффективность при ремонте вещей. Естественно, вы должны уметь пользоваться здешним сложным оборудованием. + + + + + 6 + Военные казармы + Казармы + + REST + Обычная казарма, ничего лишнего: кровати, кровати и ещё раз кровати. Однако, всё равно, это лучше ночёвки на улице! + + + + + 7 + Военный штаб + Штаб + + STAFF + Штаб оснащён всевозможным электронным оборудованием, разработанным для концентрации и обработки стратегической информации по всей стране. Это поможет вам организовать ствою защиту, а так же сбор информации о вражеских передвижениях вне городов. + + + + + 8 + Полигон + Стрельбище + + PRACTICE_MARKSMANSHIP + Почему бы не потратить немного времени на оттачивание вашей меткости? Выставленные мишени просто уговаривают вас начать. Соблазняет подобно стрельбе по бутылкам. + + + + + 9 + A.C.A Building + A.C.A + + STAFF + Возможно, местные жители согласятся разведать для вас местность в округе. Вы можете получать от них сведения, которые помогут в прогнозировании действий врага в близ лежащей местности. + + + + + 10 + ПВО + ПВО + + + + 11 + Шахта + Шахта + + PRACTICE_EXPLOSIVES + Любого, кто знает как установить взрывчатку, примут с распростёртыми объятиями шахтёры. Увеличивает эффективность обучения взрывному делу. + + + + + 12 + Малая Церковь + Церковь + + REST + Торжественный час молитвы и преданности вере в тихой небольшой церкви может помочь поднять чей-то дух. А так же, это могло бы убедить местных жителей, что вы уважаете их образ жизни. + + + + + 13 + Боксёрский клуб + Клуб + + PRACTICE_HEALTH + Здесь имеется много гимнастического оборудования, которое только и ждёт чтобы им воспользовались. Отличный способ получить комплексную разминку, которая могла бы значительно улучшить вашу физическую форму. Увеличивает эффективность практики здоровья. + + + + + 14 + Национальный музей + Музей + + + + 15 + Лаборатория + Лаборатория + + + + 16 + Автосвалка + Свалка + + REPAIR_ITEMS + Это место практически завалено запасными частями ко всякой всячине, некоторые находки просто паражают - как можно было выбросить такую нужную хрень?!. Такое обилие комплектующих значительно ускорит ремонт ваших вещей. + + + REPAIR_VEHICLE + Это место практически завалено запасными частями ко всякой всячине, некоторые находки просто паражают - как можно было выбросить такую нужную хрень?!. Такое обилие комплектующих значительно ускорит ремонт ваших вещей. + + + REPAIR_ROBOT + Это место практически завалено запасными частями ко всякой всячине, некоторые находки просто паражают - как можно было выбросить такую нужную хрень?!. Такое обилие комплектующих значительно ускорит ремонт ваших вещей. + + + + + 17 + Морской курорт + Пляж + + REST + Солнце, песок, прибой. Отдохнуть никогда лишним не бывает. + + + + + 18 + Legacy Militia Training Facility + Legacy + + + + 19 + Военная казарма + Казарма + + REST + Хорошо укреплённый и неплохо оборудованный пост охраны. Помимо складов с оружием и мастерской, здесь есть небольшая казарма для отдыха. + + + + + 20 + Магазин Фунг + Магазин Фунг + + + + 21 + Оружейная лавочка + Оружейный магазин + + + + 22 + Тренажёрный зал + Тренажёрка + + PRACTICE_HEALTH + Здесь вы найдёте много тренажёрных снарядов на любой вкус. Отличный способ получить комплексную разминку, которая могла бы значительно улучшить вашу физическую форму. Увеличивает эффективность практики здоровья. + + + + + 23 + Электростанция + Электростанция + + + + 24 + Мастерская + Мастерская + + REPAIR_ITEMS + Чем ценятся военные мастерские - так это огромным ассортиментом инструмента и комплектующих. Такие запасы инвентаря значительно ускорит ремонт вещей. + + + REPAIR_VEHICLE + В мастерской не обошлось без отдельного уголка для автопарка. Новые запчасти значительно ускорят ремонт вашего автомобиля. + + + REPAIR_ROBOT + Мастерская настоящая находка для электронщика! Микросхемы, конденсаторы, резисторы и много-много другой электроники. + + + + + 25 + Игральный бар + Бар + + REST + Отведайте напитков в местном баре! 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a/gamedir/Data-UB/UB_Options.INI b/gamedir/Data-UB/UB_Options.INI new file mode 100644 index 000000000..6fa06f482 --- /dev/null +++ b/gamedir/Data-UB/UB_Options.INI @@ -0,0 +1,271 @@ +;****************************************************************************************************************************** +; 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? 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--git a/gamedir/Data-UB/vfs_config.UB.ini b/gamedir/Data-UB/vfs_config.UB.ini index 321c5d261..ad4640b42 100644 --- a/gamedir/Data-UB/vfs_config.UB.ini +++ b/gamedir/Data-UB/vfs_config.UB.ini @@ -1,5 +1,5 @@ [vfs_config] -PROFILES = SlfLibs, Vanilla, v113, UB, UB_Language, UB_Profile +PROFILES = SlfLibs, Vanilla, v113, UB, UB_Profile [PROFILE_SlfLibs] NAME = SLF Libs @@ -17,19 +17,14 @@ LOCATIONS = datav113_dir PROFILE_ROOT = [PROFILE_UB] -NAME = UB +NAME = Unfinished Business (English) LOCATIONS = UB_dir PROFILE_ROOT = -[PROFILE_UB_Language] -NAME = UB_Language -LOCATIONS = UB_Language_dir -PROFILE_ROOT = - [PROFILE_UB_Profile] -NAME = UB_Profile +NAME = Unfinished Business - Profile LOCATIONS = UB_Profile_dir -PROFILE_ROOT = Profiles\UserProfile_UnfinishedBusiness +PROFILE_ROOT = Profiles\UserProfile_UnfinishedBusiness\UB WRITE = true