****************************************************************************************

** Merged (English) GameDir files from Development trunk, for the Spring 2011 Release **
****************************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1288 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2011-05-26 10:54:58 +00:00
parent 9d2e6426db
commit 5c04b9b1e1
52 changed files with 77075 additions and 12666 deletions
+21 -2
View File
@@ -22,6 +22,12 @@ AP_MAXIMUM = 100
;***********************************************************************
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. *
;***********************************************************************
@@ -286,7 +292,7 @@ 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_EIGHTTH_CLICK_AIM_SCOPE = 11
AP_EIGHTH_CLICK_AIM_SCOPE = 11
;***********************************************************************
;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP *
@@ -312,6 +318,17 @@ BAD_AP_COST = 36
;***********************************************************************
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
;***********************************************************************
;* Suppression AP values *
;* Maximum AP penalty from suppression fire from a single attack *
@@ -388,4 +405,6 @@ BP_DISARM_MINE = 0
BP_JUMP_OVER = 250
BP_BACK_PACK = 50
BP_WORK_ZIPPER = 250
BP_UNJAM = 0
BP_UNJAM = 0
BP_JUMPOFFWALL = 250
BP_JUMPWALL = 500
+52 -10
View File
@@ -51,16 +51,28 @@ NORMAL_SHOOTING_DISTANCE = 70
// 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 higher this coefficient, the faster will bullets change their trajectory
// The lower this coefficient, the faster will bullets change their trajectory
// towards the ground, hitting it sooner.
// Conversely, by decreasing this value you can let bullets fly further beyond
// 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
@@ -70,6 +82,14 @@ VERTICAL_BIAS = 0.5
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.
@@ -191,11 +211,12 @@ BASE_TARGET_INVISIBLE = -100.0
// 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 = 3.5
BASE_ONE_HANDED = 2.0
BASE_CROUCHING_STANCE = 2.0
BASE_PRONE_STANCE = 3.0
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
@@ -255,9 +276,9 @@ AIM_SHOCK = -150.0
AIM_TARGET_INVISIBLE = -50.0
AIM_SNIPER_SKILL = 25.0
AIM_DRAW_COST = -1.5
AIM_STANDING_STANCE = 2.5
AIM_CROUCHING_STANCE = 1.5
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
@@ -277,20 +298,41 @@ 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
+4
View File
@@ -6,6 +6,10 @@
; 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_REBEL_CRDT = INTRO\Rebel_cr
INTRO_OMERTA = INTRO\Omerta
+61 -34
View File
@@ -83,7 +83,7 @@
; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 24
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
; Player vehicles, valid values 2 through 6, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 2
;------------------------------------------------------------------------------------------------------------------------------
@@ -95,7 +95,7 @@ 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_REBELS_IN_TACTICAL = 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 32
; Civilians, valid values 16 through 40, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 32
@@ -146,10 +146,11 @@ READ_PROFILE_DATA_FROM_XML = TRUE
WRITE_PROFILE_DATA_TO_XML = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 0 = Use default drop item system for enemies (and possibly also militia).
; 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). You also have to disable "Enemies drop all items" in
; the option screen, otherwise enemies simply drop everything they have.
; 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
@@ -481,7 +482,7 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
;------------------------------------------------------------------------------------------------------------------------------
SMALL_SIZE_PB = TRUE
SMALL_SIZE_PB = FALSE
;******************************************************************************************************************************
@@ -642,24 +643,20 @@ HIDE_BULLET_COUNT_INTENSITY = 75
MAXIMUM_MESSAGES_IN_TACTICAL = 36
;------------------------------------------------------------------------------------------------------------------------------
; With the next 4 settings you can show/hide the visual appearance of worn face items on the merc faces
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you will see Gasmaks / Nightvision graphics gear on the merc faces when worn.
SHOW_TACTICAL_FACE_GEAR = TRUE
; If enabled, you will see additional small icons of the worn headgear (gas mask, headphone, ...) on the merc face.
; If set to FALSE, you only see the default JA2 icons, which do not include worn headgear.
SHOW_TACTICAL_FACE_ICONS = TRUE
; If SHOW_TACTICAL_FACE_ICONS = TRUE, you can choose from 4 different icon styles (Range: 0 - 3).
; 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 = TRUE
;------------------------------------------------------------------------------------------------------------------------------
@@ -942,8 +939,8 @@ MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if they are killed.
; Use this to prevent situations where hurting a civilian forces you to kill all of them!
; If TRUE, 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.
@@ -1116,6 +1113,13 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
; They affect all characters (friend and foe) equally!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
;------------------------------------------------------------------------------------------------------------------------------
INITIAL_MERC_ARRIVAL_LOCATION = 4870
;------------------------------------------------------------------------------------------------------------------------------
; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
;
@@ -1225,6 +1229,16 @@ DYNAMIC_AIMING_LIMITS = TRUE
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.
@@ -1246,6 +1260,27 @@ 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.
;
@@ -1361,15 +1396,6 @@ AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This turns on the New CTH (Chance to Hit) system.
; Set it to TRUE and the chance to hit methods you're familiar with will be ignored in favor of a brand new system.
; There are dozens of new, externalized modifiers used by the NCTH system and they can all be modified
; in the new CTHConstants.INI file.
;------------------------------------------------------------------------------------------------------------------------------
USE_NCTH = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1534,11 +1560,14 @@ SHOCK_REDUCES_SIGHTRANGE = 1
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
;------------------------------------------------------------------------------------------------------------------------------
; This setting makes the AI behave better when Suppression is enabled. He'll consider firing more often, will fire more
; bullets at you, and will not run away as often.
; 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.
;------------------------------------------------------------------------------------------------------------------------------
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
@@ -2328,8 +2357,6 @@ LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
PERCENT_MOBILE_MILITIA_ELITES = 20
PERCENT_MOBILE_MILITIA_REGULARS = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2492,8 +2519,8 @@ 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 SELF_TRAINING_DIVISOR when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
; 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
+5 -4
View File
@@ -78,11 +78,12 @@ http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua
iMessageLength - record from email.edt
ubSender - uiIndex from SenderNameList.xml
- AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition)
- AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID)
iMessageOffset - record from email.edt
iMessageLength - record from email.edt
ubSender - uiIndex from SenderNameList.xml
iCurrentIMPPosition - -1
iCurrentIMPPosition - Default = -1, or the profile ID of the IMP
iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID
**************
@@ -501,10 +502,10 @@ function InitNewGame()
AddPreReadEmail(RIS_REPORT,RIS_REPORT_LENGTH,Sender.RIS_EMAIL)
AddPreReadEmail(OLD_ENRICO_3,OLD_ENRICO_3_LENGTH,Sender.MAIL_ENRICO )
AddEmail (IMP_EMAIL_INTRO, IMP_EMAIL_INTRO_LENGTH, Sender.CHAR_PROFILE_SITE, -1)
AddEmail (IMP_EMAIL_INTRO, IMP_EMAIL_INTRO_LENGTH, Sender.CHAR_PROFILE_SITE, -1, -1)
if( iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE == true ) then
AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1)
AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1, -1)
end
end
+1 -1
View File
@@ -238,7 +238,7 @@ function HandleAtNewGridNo( ProfileId )
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER )
elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
@@ -294,13 +294,13 @@ Facts =
Flags2 =
{
PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR = 0,
PROFILE_MISC_FLAG2_LEFT_COUNTRY = 1,
PROFILE_MISC_FLAG2_BANDAGED_TODAY = 2,
PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE = 3,
PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE = 4,
PROFILE_MISC_FLAG2_MARRIED_TO_HICKS = 5,
PROFILE_MISC_FLAG2_ASKED_BY_HICKS = 6,
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 =
@@ -569,7 +569,7 @@ function HandleEarlyMorningEvents()
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) == true then
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)
@@ -591,7 +591,7 @@ function HandleEarlyMorningEvents()
SetMoneyInSoldierProfile( Profil.CARMEN, uiAmount )
SetNPCData2(Profil.CARMEN,0)
for i = 249, 254 do
for i = 248, 254 do
RemoveObjectFromSoldierProfile( Profil.CARMEN, i )
end
end
@@ -16794,6 +16794,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>949</attachmentIndex>
<itemIndex>618</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>949</attachmentIndex>
<itemIndex>630</itemIndex>
@@ -17154,6 +17160,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>949</attachmentIndex>
<itemIndex>20</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>950</attachmentIndex>
<itemIndex>12</itemIndex>
@@ -25734,6 +25746,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>661</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>662</itemIndex>
@@ -25770,6 +25788,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>669</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>691</itemIndex>
@@ -25812,6 +25836,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>726</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>728</itemIndex>
@@ -25980,6 +26010,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>1076</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>1077</itemIndex>
@@ -25992,6 +26028,12 @@
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>1188</itemIndex>
<APCost>20</APCost>
<NASOnly>0</NASOnly>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>1012</attachmentIndex>
<itemIndex>1190</itemIndex>
File diff suppressed because it is too large Load Diff
+2 -1
View File
@@ -257,9 +257,10 @@ description Optional and not used in game. Used to easily identify the person h
<uiIndex>61</uiIndex>
<Hidden>1</Hidden>
</NAME>
<!-- Robot -->
<NAME>
<uiIndex>62</uiIndex>
<Hidden>1</Hidden>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>63</uiIndex>
+64 -46
View File
@@ -703,12 +703,11 @@
<BurstToHitBonus>5</BurstToHitBonus>
<AutoFireToHitBonus>5</AutoFireToHitBonus>
<PercentAPReduction>20</PercentAPReduction>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS>
<PercentHandling>-10</PercentHandling>
<PercentMaxCounterForce>30</PercentMaxCounterForce>
<PercentCounterForceAccuracy>30</PercentCounterForceAccuracy>
<AimLevels>-1</AimLevels>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS>
@@ -1934,13 +1933,13 @@
<Electronic>1</Electronic>
<BR_ROF>30</BR_ROF>
<ToHitBonus>19</ToHitBonus>
<BestLaserRange>90</BestLaserRange>
<BestLaserRange>100</BestLaserRange>
<BurstToHitBonus>5</BurstToHitBonus>
<AutoFireToHitBonus>5</AutoFireToHitBonus>
<PercentReadyTimeAPReduction>30</PercentReadyTimeAPReduction>
<RocketRifle>1</RocketRifle>
<FingerPrintID>1</FingerPrintID>
<ProjectionFactor>1.2</ProjectionFactor>
<ProjectionFactor>1.3</ProjectionFactor>
<STAND_MODIFIERS>
<PercentHandling>-10</PercentHandling>
<PercentMaxCounterForce>10</PercentMaxCounterForce>
@@ -2218,13 +2217,13 @@
<Electronic>1</Electronic>
<BR_ROF>30</BR_ROF>
<ToHitBonus>19</ToHitBonus>
<BestLaserRange>90</BestLaserRange>
<BestLaserRange>100</BestLaserRange>
<BurstToHitBonus>5</BurstToHitBonus>
<AutoFireToHitBonus>5</AutoFireToHitBonus>
<PercentReadyTimeAPReduction>30</PercentReadyTimeAPReduction>
<RocketRifle>1</RocketRifle>
<FingerPrintID>1</FingerPrintID>
<ProjectionFactor>1.2</ProjectionFactor>
<ProjectionFactor>1.3</ProjectionFactor>
<STAND_MODIFIERS>
<PercentHandling>-10</PercentHandling>
<PercentMaxCounterForce>10</PercentMaxCounterForce>
@@ -6052,7 +6051,11 @@
<BR_UsedInventory>1</BR_UsedInventory>
<PercentNoiseReduction>75</PercentNoiseReduction>
<HideMuzzleFlash>1</HideMuzzleFlash>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-3</PercentHandling>
<PercentMaxCounterForce>20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>10</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -6867,8 +6870,8 @@
<BR_NewInventory>2</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<ToHitBonus>20</ToHitBonus>
<BestLaserRange>90</BestLaserRange>
<ProjectionFactor>1.2</ProjectionFactor>
<BestLaserRange>100</BestLaserRange>
<ProjectionFactor>1.3</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -8614,7 +8617,9 @@
<RangeBonus>100</RangeBonus>
<PercentRecoilModifier>-10</PercentRecoilModifier>
<STAND_MODIFIERS>
<PercentHandling>20</PercentHandling>
<PercentHandling>-3</PercentHandling>
<PercentMaxCounterForce>20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>10</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -15973,7 +15978,11 @@
<BR_UsedInventory>1</BR_UsedInventory>
<PercentNoiseReduction>57</PercentNoiseReduction>
<HideMuzzleFlash>1</HideMuzzleFlash>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-3</PercentHandling>
<PercentMaxCounterForce>20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>10</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -17654,11 +17663,11 @@
<PercentHandling>20</PercentHandling>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS>
<PercentHandling>-75</PercentHandling>
<PercentMaxCounterForce>70</PercentMaxCounterForce>
<PercentCounterForceAccuracy>30</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
<PRONE_MODIFIERS>
<PercentHandling>-75</PercentHandling>
<PercentMaxCounterForce>70</PercentMaxCounterForce>
<PercentCounterForceAccuracy>30</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
</ITEM>
<ITEM>
<uiIndex>640</uiIndex>
@@ -18771,11 +18780,7 @@
<AimLevels>1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS>
<PercentHandling>-80</PercentHandling>
<PercentMaxCounterForce>1</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-75</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>670</uiIndex>
@@ -18874,9 +18879,9 @@
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>620</BR_ROF>
<ToHitBonus>19</ToHitBonus>
<BestLaserRange>90</BestLaserRange>
<BestLaserRange>100</BestLaserRange>
<PercentReadyTimeAPReduction>30</PercentReadyTimeAPReduction>
<ProjectionFactor>1.2</ProjectionFactor>
<ProjectionFactor>1.3</ProjectionFactor>
<STAND_MODIFIERS>
<PercentMaxCounterForce>-20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-20</PercentCounterForceAccuracy>
@@ -19863,10 +19868,10 @@
<DefaultAttachment>209</DefaultAttachment>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS>
<PRONE_MODIFIERS>
<PercentMaxCounterForce>-5</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-5</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
</PRONE_MODIFIERS>
</ITEM>
<ITEM>
<uiIndex>701</uiIndex>
@@ -21579,7 +21584,7 @@
<VisionRangeBonus>50</VisionRangeBonus>
<PercentTunnelVision>70</PercentTunnelVision>
<ScopeMagFactor>4.0</ScopeMagFactor>
<ProjectionFactor>1.2</ProjectionFactor>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -21844,10 +21849,10 @@
<VisionRangeBonus>25</VisionRangeBonus>
<PercentTunnelVision>20</PercentTunnelVision>
<ScopeMagFactor>3.5</ScopeMagFactor>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS>
<PercentMaxCounterForce>-20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-20</PercentCounterForceAccuracy>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -21889,10 +21894,10 @@
<VisionRangeBonus>25</VisionRangeBonus>
<PercentTunnelVision>20</PercentTunnelVision>
<ScopeMagFactor>3.5</ScopeMagFactor>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS>
<PercentMaxCounterForce>-20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-20</PercentCounterForceAccuracy>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -27995,7 +28000,7 @@
<BR_NewInventory>1</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<ToHitBonus>20</ToHitBonus>
<BestLaserRange>150</BestLaserRange>
<BestLaserRange>140</BestLaserRange>
<PercentAPReduction>20</PercentAPReduction>
<CamoBonus>-10</CamoBonus>
<UrbanCamoBonus>-10</UrbanCamoBonus>
@@ -28004,7 +28009,7 @@
<StealthBonus>-10</StealthBonus>
<NightVisionRangeBonus>20</NightVisionRangeBonus>
<CaveVisionRangeBonus>20</CaveVisionRangeBonus>
<ProjectionFactor>1.5</ProjectionFactor>
<ProjectionFactor>1.7</ProjectionFactor>
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
@@ -28038,7 +28043,6 @@
<Bipod>7</Bipod>
<BurstToHitBonus>4</BurstToHitBonus>
<AutoFireToHitBonus>4</AutoFireToHitBonus>
<PercentReadyTimeAPReduction>-10</PercentReadyTimeAPReduction>
<STAND_MODIFIERS>
<PercentHandling>-5</PercentHandling>
<PercentMaxCounterForce>50</PercentMaxCounterForce>
@@ -28085,7 +28089,7 @@
<StealthBonus>-20</StealthBonus>
<NightVisionRangeBonus>20</NightVisionRangeBonus>
<CaveVisionRangeBonus>30</CaveVisionRangeBonus>
<ProjectionFactor>2.0</ProjectionFactor>
<ProjectionFactor>3.5</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -28122,7 +28126,7 @@
<DesertCamoBonus>-5</DesertCamoBonus>
<SnowCamoBonus>-5</SnowCamoBonus>
<StealthBonus>-5</StealthBonus>
<ProjectionFactor>1.8</ProjectionFactor>
<ProjectionFactor>3.0</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -28160,7 +28164,7 @@
<StealthBonus>-15</StealthBonus>
<NightVisionRangeBonus>20</NightVisionRangeBonus>
<CaveVisionRangeBonus>30</CaveVisionRangeBonus>
<ProjectionFactor>1.8</ProjectionFactor>
<ProjectionFactor>3.0</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -29503,7 +29507,11 @@
<ToHitBonus>-5</ToHitBonus>
<MagSizeBonus>45</MagSizeBonus>
<PercentReloadTimeAPReduction>-30</PercentReloadTimeAPReduction>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-2</PercentHandling>
<PercentMaxCounterForce>10</PercentMaxCounterForce>
<PercentCounterForceAccuracy>5</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -29534,7 +29542,6 @@
<BR_NewInventory>1</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<PercentAPReduction>20</PercentAPReduction>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
@@ -29649,7 +29656,11 @@
<ToHitBonus>-5</ToHitBonus>
<MagSizeBonus>70</MagSizeBonus>
<PercentReloadTimeAPReduction>-30</PercentReloadTimeAPReduction>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-2</PercentHandling>
<PercentMaxCounterForce>10</PercentMaxCounterForce>
<PercentCounterForceAccuracy>5</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -29682,7 +29693,11 @@
<ToHitBonus>-5</ToHitBonus>
<MagSizeBonus>70</MagSizeBonus>
<PercentReloadTimeAPReduction>-30</PercentReloadTimeAPReduction>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-2</PercentHandling>
<PercentMaxCounterForce>10</PercentMaxCounterForce>
<PercentCounterForceAccuracy>5</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -29750,7 +29765,6 @@
<PercentTunnelVision>20</PercentTunnelVision>
<AttachmentSystem>1</AttachmentSystem>
<ScopeMagFactor>4.0</ScopeMagFactor>
<ProjectionFactor>1.2</ProjectionFactor>
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
@@ -29784,7 +29798,7 @@
<BR_NewInventory>1</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<ToHitBonus>20</ToHitBonus>
<BestLaserRange>100</BestLaserRange>
<BestLaserRange>130</BestLaserRange>
<CamoBonus>-5</CamoBonus>
<UrbanCamoBonus>-5</UrbanCamoBonus>
<DesertCamoBonus>-5</DesertCamoBonus>
@@ -29792,7 +29806,7 @@
<StealthBonus>-5</StealthBonus>
<NightVisionRangeBonus>10</NightVisionRangeBonus>
<CaveVisionRangeBonus>20</CaveVisionRangeBonus>
<ProjectionFactor>1.4</ProjectionFactor>
<ProjectionFactor>1.6</ProjectionFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -29823,7 +29837,6 @@
<BR_NewInventory>1</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<PercentAPReduction>20</PercentAPReduction>
<ProjectionFactor>1.2</ProjectionFactor>
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
@@ -30035,7 +30048,11 @@
<PercentNoiseReduction>55</PercentNoiseReduction>
<HideMuzzleFlash>1</HideMuzzleFlash>
<DamageBonus>-1</DamageBonus>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<PercentHandling>-3</PercentHandling>
<PercentMaxCounterForce>20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>10</PercentCounterForceAccuracy>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -35410,8 +35427,9 @@
<BR_UsedInventory>1</BR_UsedInventory>
<RangeBonus>20</RangeBonus>
<ToHitBonus>7</ToHitBonus>
<ProjectionFactor>1.1</ProjectionFactor>
<STAND_MODIFIERS />
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
@@ -35533,10 +35551,10 @@
<VisionRangeBonus>25</VisionRangeBonus>
<PercentTunnelVision>20</PercentTunnelVision>
<ScopeMagFactor>3.5</ScopeMagFactor>
<ProjectionFactor>1.4</ProjectionFactor>
<STAND_MODIFIERS>
<PercentMaxCounterForce>-20</PercentMaxCounterForce>
<PercentCounterForceAccuracy>-20</PercentCounterForceAccuracy>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -596,4 +596,24 @@
<launchableIndex>1371</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>1372</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>1373</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>1374</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>1375</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>1376</launchableIndex>
<itemIndex>903</itemIndex>
</LAUNCHABLE>
</LAUNCHABLELIST>
@@ -0,0 +1,55 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<AttachmentClass>
<id>0</id>
<name>None</name>
</AttachmentClass>
<AttachmentClass>
<id>1</id>
<name>Default 1</name>
</AttachmentClass>
<AttachmentClass>
<id>2</id>
<name>Barrel</name>
</AttachmentClass>
<AttachmentClass>
<id>4</id>
<name>Laser</name>
</AttachmentClass>
<AttachmentClass>
<id>8</id>
<name>Sight</name>
</AttachmentClass>
<AttachmentClass>
<id>16</id>
<name>Scope</name>
</AttachmentClass>
<AttachmentClass>
<id>32</id>
<name>Stock</name>
</AttachmentClass>
<AttachmentClass>
<id>64</id>
<name>Ammo</name>
</AttachmentClass>
<AttachmentClass>
<id>128</id>
<name>Internal</name>
</AttachmentClass>
<AttachmentClass>
<id>256</id>
<name>External</name>
</AttachmentClass>
<AttachmentClass>
<id>512</id>
<name>Underbarrel</name>
</AttachmentClass>
<AttachmentClass>
<id>1024</id>
<name>Grenade</name>
</AttachmentClass>
<AttachmentClass>
<id>2048</id>
<name>Rocket</name>
</AttachmentClass>
</JA2Data>
@@ -17,8 +17,10 @@ If you want to hide any merc from M.E.R.C website, just delete the entry.
StartMercsAvailable: Set to 1 and the merc is available at the beginning. Set to 0 and merc will be available after X (<usDay>) days.
NewMercsAvailable: Accessible mercenary in the next day. Just set this to 0 for all mercs. This will only be set internal ingame.
ProfilId: uiIndex from MercProfiles.xml/Prof*.dat.
usMoneyPaid: Mercenary cost. If set to 0 then cost is taken from MercProfiles.xml/Prof*.dat.
usMoneyPaid: The amount of money you have to pay Speck for this merc to show up on the website. If set to 0 then cost is taken from MercProfiles.xml/Prof*.dat.
usDay: When <StartMercsAvailable> is set to 0, you can set the days, when the merc should be available in M.E.R.C.
For example, if you set <usDay> to 3, the merc will be available on Day 3 + 1 day offset on the website.
Also the total amount of money you paid Speck has to be greater than <usMoneyPaid> for the merc to show up.
The following list shows the records defined in "BinaryData\Mercbios.edt". Use this for the <MercBioID> tag.
File diff suppressed because it is too large Load Diff
+74 -3
View File
@@ -1,239 +1,310 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
In this file you can specifiy the "Subject" text of emails.
uiIndex = Each uiIndex represents a mail Subject
The uiIndex are mapped to specific lines in the EMAIL.EDT file
Name = The Name of the Subject
Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
-->
<SENDER_LIST>
<NAME>
<!-- Mails from Enrico -->
<uiIndex>0</uiIndex>
<Name>Enrico</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>1</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Help Desk -->
<uiIndex>2</uiIndex>
<Name>Help Desk</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>3</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Speck -->
<uiIndex>4</uiIndex>
<Name>Speck</Name>
</NAME>
<NAME>
<!-- Mails from R.I.S -->
<uiIndex>5</uiIndex>
<Name>R.I.S.</Name>
</NAME>
<NAME>
<!-- uiIndex: 6 = Merc Profile Index: 0 -->
<uiIndex>6</uiIndex>
<Name>Barry</Name>
</NAME>
<NAME>
<!-- uiIndex: 7 = Merc Profile Index: 1 -->
<uiIndex>7</uiIndex>
<Name>Blood</Name>
</NAME>
<NAME>
<!-- uiIndex: 8 = Merc Profile Index: 2 -->
<uiIndex>8</uiIndex>
<Name>Lynx</Name>
</NAME>
<NAME>
<!-- uiIndex: 9 = Merc Profile Index: 3 -->
<uiIndex>9</uiIndex>
<Name>Grizzly</Name>
</NAME>
<NAME>
<!-- uiIndex: 10 = Merc Profile Index: 4 -->
<uiIndex>10</uiIndex>
<Name>Vicki</Name>
</NAME>
<NAME>
<!-- uiIndex: 11 = Merc Profile Index: 5 -->
<uiIndex>11</uiIndex>
<Name>Trevor</Name>
</NAME>
<NAME>
<!-- uiIndex: 12 = Merc Profile Index: 6 -->
<uiIndex>12</uiIndex>
<Name>Grunty</Name>
</NAME>
<NAME>
<!-- uiIndex: 13 = Merc Profile Index: 7 -->
<uiIndex>13</uiIndex>
<Name>Ivan</Name>
</NAME>
<NAME>
<!-- uiIndex: 14 = Merc Profile Index: 8 -->
<uiIndex>14</uiIndex>
<Name>Steroid</Name>
</NAME>
<NAME>
<!-- uiIndex: 15 = Merc Profile Index: 9 -->
<uiIndex>15</uiIndex>
<Name>Igor</Name>
</NAME>
<NAME>
<!-- uiIndex: 16 = Merc Profile Index: 10 -->
<uiIndex>16</uiIndex>
<Name>Shadow</Name>
</NAME>
<NAME>
<!-- uiIndex: 17 = Merc Profile Index: 11 -->
<uiIndex>17</uiIndex>
<Name>Red</Name>
</NAME>
<NAME>
<!-- uiIndex: 18 = Merc Profile Index: 12 -->
<uiIndex>18</uiIndex>
<Name>Reaper</Name>
</NAME>
<NAME>
<!-- uiIndex: 19 = Merc Profile Index: 13 -->
<uiIndex>19</uiIndex>
<Name>Fidel</Name>
</NAME>
<NAME>
<!-- uiIndex: 20 = Merc Profile Index: 14 -->
<uiIndex>20</uiIndex>
<Name>Fox</Name>
</NAME>
<NAME>
<!-- uiIndex: 21 = Merc Profile Index: 15 -->
<uiIndex>21</uiIndex>
<Name>Sidney</Name>
</NAME>
<NAME>
<!-- uiIndex: 22 = Merc Profile Index: 16 -->
<uiIndex>22</uiIndex>
<Name>Gus</Name>
</NAME>
<NAME>
<!-- uiIndex: 23 = Merc Profile Index: 17 -->
<uiIndex>23</uiIndex>
<Name>Buns</Name>
</NAME>
<NAME>
<!-- uiIndex: 24 = Merc Profile Index: 18 -->
<uiIndex>24</uiIndex>
<Name>Ice</Name>
</NAME>
<NAME>
<!-- uiIndex: 25 = Merc Profile Index: 19 -->
<uiIndex>25</uiIndex>
<Name>Spider</Name>
</NAME>
<NAME>
<!-- uiIndex: 26 = Merc Profile Index: 20 -->
<uiIndex>26</uiIndex>
<Name>Cliff</Name>
</NAME>
<NAME>
<!-- uiIndex: 27 = Merc Profile Index: 21 -->
<uiIndex>27</uiIndex>
<Name>Bull</Name>
</NAME>
<NAME>
<!-- uiIndex: 28 = Merc Profile Index: 22 -->
<uiIndex>28</uiIndex>
<Name>Hitman</Name>
</NAME>
<NAME>
<!-- uiIndex: 29 = Merc Profile Index: 23 -->
<uiIndex>29</uiIndex>
<Name>Buzz</Name>
</NAME>
<NAME>
<!-- uiIndex: 30 = Merc Profile Index: 24 -->
<uiIndex>30</uiIndex>
<Name>Raider</Name>
</NAME>
<NAME>
<!-- uiIndex: 31 = Merc Profile Index: 25 -->
<uiIndex>31</uiIndex>
<Name>Raven</Name>
</NAME>
<NAME>
<!-- uiIndex: 32 = Merc Profile Index: 26 -->
<uiIndex>32</uiIndex>
<Name>Static</Name>
</NAME>
<NAME>
<!-- uiIndex: 33 = Merc Profile Index: 27 -->
<uiIndex>33</uiIndex>
<Name>Len</Name>
</NAME>
<NAME>
<!-- uiIndex: 34 = Merc Profile Index: 28 -->
<uiIndex>34</uiIndex>
<Name>Danny</Name>
</NAME>
<NAME>
<!-- uiIndex: 35 = Merc Profile Index: 29 -->
<uiIndex>35</uiIndex>
<Name>Magic</Name>
</NAME>
<NAME>
<!-- uiIndex: 36 = Merc Profile Index: 30 -->
<uiIndex>36</uiIndex>
<Name>Stephen</Name>
</NAME>
<NAME>
<!-- uiIndex: 37 = Merc Profile Index: 31 -->
<uiIndex>37</uiIndex>
<Name>Scully</Name>
</NAME>
<NAME>
<!-- uiIndex: 38 = Merc Profile Index: 32 -->
<uiIndex>38</uiIndex>
<Name>Malice</Name>
</NAME>
<NAME>
<!-- uiIndex: 39 = Merc Profile Index: 33 -->
<uiIndex>39</uiIndex>
<Name>Dr.Q</Name>
</NAME>
<NAME>
<!-- uiIndex: 40 = Merc Profile Index: 34 -->
<uiIndex>40</uiIndex>
<Name>Nails</Name>
</NAME>
<NAME>
<!-- uiIndex: 41 = Merc Profile Index: 35 -->
<uiIndex>41</uiIndex>
<Name>Thor</Name>
</NAME>
<NAME>
<!-- uiIndex: 42 = Merc Profile Index: 36 -->
<uiIndex>42</uiIndex>
<Name>Scope</Name>
</NAME>
<NAME>
<!-- uiIndex: 43 = Merc Profile Index: 37 -->
<uiIndex>43</uiIndex>
<Name>Wolf</Name>
</NAME>
</NAME>
<NAME>
<!-- uiIndex: 44 = Merc Profile Index: 38 -->
<uiIndex>44</uiIndex>
<Name>MD</Name>
</NAME>
</NAME>
<NAME>
<!-- uiIndex: 45 = Merc Profile Index: 39 -->
<uiIndex>45</uiIndex>
<Name>Meltdown</Name>
</NAME>
<NAME>
<!-- Mails from M.I.S Insurance -->
<uiIndex>46</uiIndex>
<Name>M.I.S. Insurance</Name>
</NAME>
<NAME>
<!-- Mails from Bobby Rays -->
<uiIndex>47</uiIndex>
<Name>Bobby Rays</Name>
</NAME>
<NAME>
<!-- Mails from Kingpin -->
<uiIndex>48</uiIndex>
<Name>Kingpin</Name>
</NAME>
<NAME>
<!-- Mails from John Kulba -->
<uiIndex>49</uiIndex>
<Name>John Kulba</Name>
</NAME>
<NAME>
<!-- Mails from A.I.M. -->
<uiIndex>50</uiIndex>
<Name>A.I.M.</Name>
</NAME>
<NAME>
<!-- uiIndex: 51 = Merc Profile Index: 170 -->
<uiIndex>51</uiIndex>
<Name>Monk</Name>
</NAME>
<NAME>
<!-- uiIndex: 52 = Merc Profile Index: 171 -->
<uiIndex>52</uiIndex>
<Name>Brain</Name>
</NAME>
<NAME>
<!-- uiIndex: 53 = Merc Profile Index: 172 -->
<uiIndex>53</uiIndex>
<Name>Scream</Name>
</NAME>
<NAME>
<!-- uiIndex: 54 = Merc Profile Index: 173 -->
<uiIndex>54</uiIndex>
<Name>Henning</Name>
</NAME>
<NAME>
<!-- uiIndex: 55 = Merc Profile Index: 174 -->
<uiIndex>55</uiIndex>
<Name>Lucky</Name>
</NAME>
<NAME>
<!-- uiIndex: 56 = Merc Profile Index: 175 -->
<uiIndex>56</uiIndex>
<Name>Laura</Name>
</NAME>
<NAME>
<!-- uiIndex: 57 = Merc Profile Index: 176 -->
<uiIndex>57</uiIndex>
<Name>Grace</Name>
</NAME>
<NAME>
<!-- uiIndex: 58 = Merc Profile Index: 177 -->
<uiIndex>58</uiIndex>
<Name>Rudolf</Name>
</NAME>
File diff suppressed because it is too large Load Diff
+36 -5
View File
@@ -22,6 +22,12 @@ AP_MAXIMUM = 25
;***********************************************************************
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. *
;***********************************************************************
@@ -286,7 +292,7 @@ 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_EIGHTTH_CLICK_AIM_SCOPE = 11
AP_EIGHTH_CLICK_AIM_SCOPE = 11
;***********************************************************************
;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP *
@@ -313,11 +319,34 @@ BAD_AP_COST = 36
AP_UNJAM = 2
;***********************************************************************
;* Maximum AP penalty from supression fire *
;* Modifire for how effective a suppression point is *
;* The APs needed when you jump through a window *
;***********************************************************************
AP_MAX_SUPPRESSED = 32
AP_JUMPWINDOW = 40
;***********************************************************************
;* The APs needed when you climb up/down a wall *
;***********************************************************************
AP_JUMPWALL = 40
AP_JUMPOFFWALL = 40
;***********************************************************************
;* 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. *
@@ -376,4 +405,6 @@ BP_DISARM_MINE = 0
BP_JUMP_OVER = 250
BP_BACK_PACK = 50
BP_WORK_ZIPPER = 250
BP_UNJAM = 0
BP_UNJAM = 0
BP_JUMPOFFWALL = 250
BP_JUMPWALL = 500
+52 -10
View File
@@ -51,16 +51,28 @@ NORMAL_SHOOTING_DISTANCE = 70
// 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 higher this coefficient, the faster will bullets change their trajectory
// The lower this coefficient, the faster will bullets change their trajectory
// towards the ground, hitting it sooner.
// Conversely, by decreasing this value you can let bullets fly further beyond
// 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
@@ -70,6 +82,14 @@ VERTICAL_BIAS = 0.5
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.
@@ -191,11 +211,12 @@ BASE_TARGET_INVISIBLE = -100.0
// 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 = 3.5
BASE_ONE_HANDED = 2.0
BASE_CROUCHING_STANCE = 2.0
BASE_PRONE_STANCE = 3.0
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
@@ -255,9 +276,9 @@ AIM_SHOCK = -150.0
AIM_TARGET_INVISIBLE = -50.0
AIM_SNIPER_SKILL = 25.0
AIM_DRAW_COST = -1.5
AIM_STANDING_STANCE = 2.5
AIM_CROUCHING_STANCE = 1.5
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
@@ -277,20 +298,41 @@ 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
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+4
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@@ -6,6 +6,10 @@
; 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_REBEL_CRDT = INTRO\Rebel_cr
INTRO_OMERTA = INTRO\Omerta
+60 -31
View File
@@ -83,7 +83,7 @@
; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 18
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
; Player vehicles, valid values 2 through 6, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 2
;------------------------------------------------------------------------------------------------------------------------------
@@ -95,7 +95,7 @@ MAX_NUMBER_ENEMIES_IN_TACTICAL = 20
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 20
; Rebels (i.e., militia), valid values 16 through 64, default is 32
MAX_NUMBER_REBELS_IN_TACTICAL = 20
MAX_NUMBER_MILITIA_IN_TACTICAL = 20
; Civilians, valid values 16 through 40, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 32
@@ -148,11 +148,12 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 0 = Use default drop item system for enemies (and possibly also 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). You also have to disable "Enemies drop all items" in
; the option screen, otherwise enemies simply drop everything they have.
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
;
; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
;******************************************************************************************************************************
@@ -642,24 +643,20 @@ HIDE_BULLET_COUNT_INTENSITY = 0
MAXIMUM_MESSAGES_IN_TACTICAL = 6
;------------------------------------------------------------------------------------------------------------------------------
; With the next 4 settings you can show/hide the visual appearance of worn face items on the merc faces
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you will see Gasmask / Nightvision gear on the merc faces when worn.
SHOW_TACTICAL_FACE_GEAR = FALSE
; If enabled, you will see additional small icons of the worn headgear (gas mask, headphone, ...) on the merc face.
; If set to FALSE, you only see the default JA2 icons, which do not include worn headgear.
SHOW_TACTICAL_FACE_ICONS = FALSE
; If SHOW_TACTICAL_FACE_ICONS = TRUE, you can choose from 4 different icon styles (Range: 0 - 3).
; 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
;------------------------------------------------------------------------------------------------------------------------------
@@ -942,8 +939,8 @@ MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if they are killed.
; Use this to prevent situations where hurting a civilian forces you to kill all of them!
; If TRUE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
; 0 = Militia will never become hostile to you, no matter what you do to them.
@@ -1116,6 +1113,13 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
; They affect all characters (friend and foe) equally!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
;------------------------------------------------------------------------------------------------------------------------------
INITIAL_MERC_ARRIVAL_LOCATION = 4870
;------------------------------------------------------------------------------------------------------------------------------
; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
;
@@ -1225,6 +1229,16 @@ DYNAMIC_AIMING_LIMITS = FALSE
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.
@@ -1246,6 +1260,27 @@ 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.
;
@@ -1361,15 +1396,6 @@ AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This turns on the New CTH (Chance to Hit) system.
; Set it to TRUE and the chance to hit methods you're familiar with will be ignored in favor of a brand new system.
; There are dozens of new, externalized modifiers used by the NCTH system and they can all be modified
; in the new CTHConstants.INI file.
;------------------------------------------------------------------------------------------------------------------------------
USE_NCTH = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1534,11 +1560,14 @@ SHOCK_REDUCES_SIGHTRANGE = 0
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0
;------------------------------------------------------------------------------------------------------------------------------
; This setting makes the AI behave better when Suppression is enabled. He'll consider firing more often, will fire more
; bullets at you, and will not run away as often.
; 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.
;------------------------------------------------------------------------------------------------------------------------------
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
@@ -2491,8 +2520,8 @@ 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 SELF_TRAINING_DIVISOR when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
; 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
+5 -4
View File
@@ -78,11 +78,12 @@ http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua
iMessageLength - record from email.edt
ubSender - uiIndex from SenderNameList.xml
- AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition)
- AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID)
iMessageOffset - record from email.edt
iMessageLength - record from email.edt
ubSender - uiIndex from SenderNameList.xml
iCurrentIMPPosition - -1
iCurrentIMPPosition - Default = -1, or the profile ID of the IMP
iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID
**************
@@ -501,10 +502,10 @@ function InitNewGame()
AddPreReadEmail(RIS_REPORT,RIS_REPORT_LENGTH,Sender.RIS_EMAIL)
AddPreReadEmail(OLD_ENRICO_3,OLD_ENRICO_3_LENGTH,Sender.MAIL_ENRICO )
AddEmail (IMP_EMAIL_INTRO, IMP_EMAIL_INTRO_LENGTH, Sender.CHAR_PROFILE_SITE, -1)
AddEmail (IMP_EMAIL_INTRO, IMP_EMAIL_INTRO_LENGTH, Sender.CHAR_PROFILE_SITE, -1, -1)
if( iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE == true ) then
AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1)
AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1, -1)
end
end
+1 -1
View File
@@ -238,7 +238,7 @@ function HandleAtNewGridNo( ProfileId )
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER )
elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
@@ -294,13 +294,13 @@ Facts =
Flags2 =
{
PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR = 0,
PROFILE_MISC_FLAG2_LEFT_COUNTRY = 1,
PROFILE_MISC_FLAG2_BANDAGED_TODAY = 2,
PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE = 3,
PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE = 4,
PROFILE_MISC_FLAG2_MARRIED_TO_HICKS = 5,
PROFILE_MISC_FLAG2_ASKED_BY_HICKS = 6,
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 =
@@ -569,7 +569,7 @@ function HandleEarlyMorningEvents()
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) == true then
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)
@@ -591,7 +591,7 @@ function HandleEarlyMorningEvents()
SetMoneyInSoldierProfile( Profil.CARMEN, uiAmount )
SetNPCData2(Profil.CARMEN,0)
for i = 249, 254 do
for i = 248, 254 do
RemoveObjectFromSoldierProfile( Profil.CARMEN, i )
end
end
+301 -282
View File
@@ -1,283 +1,302 @@
<?xml version="1.0" encoding="utf-8"?>
<ARMOURLIST>
<ARMOUR>
<uiIndex>0</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>10</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>1</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>13</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>2</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>3</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>4</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>5</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>6</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>7</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>8</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>9</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>10</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>11</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>12</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>13</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>14</uiIndex>
<ubArmourClass>2</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>15</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>10</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>16</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>17</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>18</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>19</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>20</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>21</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>22</uiIndex>
<ubArmourClass>3</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>50</ubCoverage>
<ubDegradePercent>200</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>23</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>3</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>24</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>5</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>25</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>6</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>26</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>20</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>27</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>2</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>28</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>12</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>30</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>29</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>30</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>31</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>7</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>32</uiIndex>
<ubArmourClass>4</ubArmourClass>
<ubProtection>8</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>33</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>1</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>34</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>1</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>35</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>22</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>36</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>27</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>37</uiIndex>
<ubArmourClass>1</ubArmourClass>
<ubProtection>32</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>38</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>0</ubProtection>
<ubCoverage>0</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>39</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>0</ubProtection>
<ubCoverage>0</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match to item class in items.xml
ubArmourClass - type of armour
ubProtection - protection offered by armour
ubDegradePercent - how fast the armour's status decreases
ARMOUR CLASSES:
ARMOURCLASS_HELMET, 0
ARMOURCLASS_VEST, 1
ARMOURCLASS_LEGGINGS, 2
ARMOURCLASS_PLATE, 3
ARMOURCLASS_MONST, 4
ARMOURCLASS_VEHICLE, 5
-->
<ARMOURLIST>
<ARMOUR>
<uiIndex>0</uiIndex> <!-- Flak Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>10</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>1</uiIndex> <!-- Flak-18 Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>13</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>2</uiIndex> <!-- C.Flak Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>3</uiIndex> <!-- Kevlar Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>4</uiIndex> <!-- Kevlar-18 Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>5</uiIndex> <!-- C.Kevlar Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>6</uiIndex> <!-- Spectra Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>7</uiIndex> <!-- Spec-18 Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>8</uiIndex> <!-- C.Spec Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>9</uiIndex> <!-- Kevlar Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>10</uiIndex> <!-- Kevlar-18 Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>11</uiIndex> <!-- C.Kevlar Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>12</uiIndex> <!-- Spectra Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>13</uiIndex> <!-- Spec-18 Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>14</uiIndex> <!-- C.Spec Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>90</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>15</uiIndex> <!-- Steel Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>10</ubProtection>
<ubCoverage>65</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>16</uiIndex> <!-- Kevlar Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>17</uiIndex> <!-- Kvlr-18 Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>18</uiIndex> <!-- C.Kvlr Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>24</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>19</uiIndex> <!-- Spectra Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>30</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>20</uiIndex> <!-- Spec-18 Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>36</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>21</uiIndex> <!-- C.Spec Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>42</ubProtection>
<ubCoverage>75</ubCoverage>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>22</uiIndex> <!-- Ceramic Plates -->
<ubArmourClass>3</ubArmourClass>
<ubProtection>15</ubProtection>
<ubCoverage>50</ubCoverage>
<ubDegradePercent>200</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>23</uiIndex> <!-- Infant Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>3</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>24</uiIndex> <!-- Kiddy Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>5</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>25</uiIndex> <!-- Adult Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>6</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>26</uiIndex> <!-- Queen Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>20</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>27</uiIndex> <!-- Leather Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>2</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>28</uiIndex> <!-- Kvlr Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>12</ubProtection>
<ubCoverage>85</ubCoverage>
<ubDegradePercent>30</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>29</uiIndex> <!-- Kvlr-18 Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>30</uiIndex> <!-- C.Kvlr Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubCoverage>95</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>31</uiIndex> <!-- YF Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>7</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>32</uiIndex> <!-- OF Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>8</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>33</uiIndex> <!-- Arulco T-Shirt -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>1</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>34</uiIndex> <!-- Deidranna T-Shirt -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>1</ubProtection>
<ubCoverage>99</ubCoverage>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>35</uiIndex> <!-- Guardian Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>22</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>36</uiIndex> <!-- T. Guard Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>27</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>37</uiIndex> <!-- C. Guard Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>32</ubProtection>
<ubCoverage>70</ubCoverage>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>38</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>0</ubProtection>
<ubCoverage>0</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>39</uiIndex>
<ubArmourClass>0</ubArmourClass>
<ubProtection>0</ubProtection>
<ubCoverage>0</ubCoverage>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
</ARMOURLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,55 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<AttachmentClass>
<id>0</id>
<name>None</name>
</AttachmentClass>
<AttachmentClass>
<id>1</id>
<name>Default 1</name>
</AttachmentClass>
<AttachmentClass>
<id>2</id>
<name>Barrel</name>
</AttachmentClass>
<AttachmentClass>
<id>4</id>
<name>Laser</name>
</AttachmentClass>
<AttachmentClass>
<id>8</id>
<name>Sight</name>
</AttachmentClass>
<AttachmentClass>
<id>16</id>
<name>Scope</name>
</AttachmentClass>
<AttachmentClass>
<id>32</id>
<name>Stock</name>
</AttachmentClass>
<AttachmentClass>
<id>64</id>
<name>Ammo</name>
</AttachmentClass>
<AttachmentClass>
<id>128</id>
<name>Internal</name>
</AttachmentClass>
<AttachmentClass>
<id>256</id>
<name>External</name>
</AttachmentClass>
<AttachmentClass>
<id>512</id>
<name>Underbarrel</name>
</AttachmentClass>
<AttachmentClass>
<id>1024</id>
<name>Grenade</name>
</AttachmentClass>
<AttachmentClass>
<id>2048</id>
<name>Rocket</name>
</AttachmentClass>
</JA2Data>
+3 -1
View File
@@ -17,8 +17,10 @@ If you want to hide any merc from M.E.R.C website, just delete the entry.
StartMercsAvailable: Set to 1 and the merc is available at the beginning. Set to 0 and merc will be available after X (<usDay>) days.
NewMercsAvailable: Accessible mercenary in the next day. Just set this to 0 for all mercs. This will only be set internal ingame.
ProfilId: uiIndex from MercProfiles.xml/Prof*.dat.
usMoneyPaid: Mercenary cost. If set to 0 then cost is taken from MercProfiles.xml/Prof*.dat.
usMoneyPaid: The amount of money you have to pay Speck for this merc to show up on the website. If set to 0 then cost is taken from MercProfiles.xml/Prof*.dat.
usDay: When <StartMercsAvailable> is set to 0, you can set the days, when the merc should be available in M.E.R.C.
For example, if you set <usDay> to 3, the merc will be available on Day 3 + 1 day offset on the website.
Also the total amount of money you paid Speck has to be greater than <usMoneyPaid> for the merc to show up.
The following list shows the records defined in "BinaryData\Mercbios.edt". Use this for the <MercBioID> tag.
+16 -16
View File
@@ -13949,10 +13949,10 @@ Max Profiles 0 - 254
<bArmourAttractiveness>20</bArmourAttractiveness>
<bMainGunAttractiveness>22</bMainGunAttractiveness>
<fGoodGuy>0</fGoodGuy>
<usApproachFactorFriendly>0</usApproachFactorFriendly>
<usApproachFactorDirect>0</usApproachFactorDirect>
<usApproachFactorThreaten>0</usApproachFactorThreaten>
<usApproachFactorRecruit>0</usApproachFactorRecruit>
<usApproachFactorFriendly>50</usApproachFactorFriendly>
<usApproachFactorDirect>100</usApproachFactorDirect>
<usApproachFactorThreaten>100</usApproachFactorThreaten>
<usApproachFactorRecruit>80</usApproachFactorRecruit>
<sSectorX>0</sSectorX>
<sSectorY>0</sSectorY>
<sSectorZ>0</sSectorZ>
@@ -14033,10 +14033,10 @@ Max Profiles 0 - 254
<bArmourAttractiveness>20</bArmourAttractiveness>
<bMainGunAttractiveness>22</bMainGunAttractiveness>
<fGoodGuy>1</fGoodGuy>
<usApproachFactorFriendly>0</usApproachFactorFriendly>
<usApproachFactorDirect>0</usApproachFactorDirect>
<usApproachFactorThreaten>0</usApproachFactorThreaten>
<usApproachFactorRecruit>0</usApproachFactorRecruit>
<usApproachFactorFriendly>50</usApproachFactorFriendly>
<usApproachFactorDirect>150</usApproachFactorDirect>
<usApproachFactorThreaten>200</usApproachFactorThreaten>
<usApproachFactorRecruit>200</usApproachFactorRecruit>
<sSectorX>0</sSectorX>
<sSectorY>0</sSectorY>
<sSectorZ>0</sSectorZ>
@@ -14117,10 +14117,10 @@ Max Profiles 0 - 254
<bArmourAttractiveness>25</bArmourAttractiveness>
<bMainGunAttractiveness>17</bMainGunAttractiveness>
<fGoodGuy>1</fGoodGuy>
<usApproachFactorFriendly>0</usApproachFactorFriendly>
<usApproachFactorDirect>0</usApproachFactorDirect>
<usApproachFactorThreaten>0</usApproachFactorThreaten>
<usApproachFactorRecruit>0</usApproachFactorRecruit>
<usApproachFactorFriendly>100</usApproachFactorFriendly>
<usApproachFactorDirect>60</usApproachFactorDirect>
<usApproachFactorThreaten>60</usApproachFactorThreaten>
<usApproachFactorRecruit>50</usApproachFactorRecruit>
<sSectorX>0</sSectorX>
<sSectorY>0</sSectorY>
<sSectorZ>0</sSectorZ>
@@ -14201,10 +14201,10 @@ Max Profiles 0 - 254
<bArmourAttractiveness>23</bArmourAttractiveness>
<bMainGunAttractiveness>22</bMainGunAttractiveness>
<fGoodGuy>0</fGoodGuy>
<usApproachFactorFriendly>0</usApproachFactorFriendly>
<usApproachFactorDirect>0</usApproachFactorDirect>
<usApproachFactorThreaten>0</usApproachFactorThreaten>
<usApproachFactorRecruit>0</usApproachFactorRecruit>
<usApproachFactorFriendly>70</usApproachFactorFriendly>
<usApproachFactorDirect>100</usApproachFactorDirect>
<usApproachFactorThreaten>35</usApproachFactorThreaten>
<usApproachFactorRecruit>75</usApproachFactorRecruit>
<sSectorX>0</sSectorX>
<sSectorY>0</sSectorY>
<sSectorZ>0</sSectorZ>
+66 -3
View File
@@ -1,207 +1,270 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
In this file you can specifiy the "Subject" text of emails.
uiIndex = Each uiIndex represents a mail Subject
The uiIndex are mapped to specific lines in the EMAIL.EDT file
Name = The Name of the Subject
Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
-->
<SENDER_LIST>
<NAME>
<!-- Mails from Enrico -->
<uiIndex>0</uiIndex>
<Name>Enrico</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>1</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Help Desk -->
<uiIndex>2</uiIndex>
<Name>Help Desk</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>3</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Speck -->
<uiIndex>4</uiIndex>
<Name>Speck</Name>
</NAME>
<NAME>
<!-- Mails from R.I.S -->
<uiIndex>5</uiIndex>
<Name>R.I.S.</Name>
</NAME>
<NAME>
<!-- uiIndex: 6 = Merc Profile Index: 0 -->
<uiIndex>6</uiIndex>
<Name>Barry</Name>
</NAME>
<NAME>
<!-- uiIndex: 7 = Merc Profile Index: 1 -->
<uiIndex>7</uiIndex>
<Name>Blood</Name>
</NAME>
<NAME>
<!-- uiIndex: 8 = Merc Profile Index: 2 -->
<uiIndex>8</uiIndex>
<Name>Lynx</Name>
</NAME>
<NAME>
<!-- uiIndex: 9 = Merc Profile Index: 3 -->
<uiIndex>9</uiIndex>
<Name>Grizzly</Name>
</NAME>
<NAME>
<!-- uiIndex: 10 = Merc Profile Index: 4 -->
<uiIndex>10</uiIndex>
<Name>Vicki</Name>
</NAME>
<NAME>
<!-- uiIndex: 11 = Merc Profile Index: 5 -->
<uiIndex>11</uiIndex>
<Name>Trevor</Name>
</NAME>
<NAME>
<!-- uiIndex: 12 = Merc Profile Index: 6 -->
<uiIndex>12</uiIndex>
<Name>Grunty</Name>
</NAME>
<NAME>
<!-- uiIndex: 13 = Merc Profile Index: 7 -->
<uiIndex>13</uiIndex>
<Name>Ivan</Name>
</NAME>
<NAME>
<!-- uiIndex: 14 = Merc Profile Index: 8 -->
<uiIndex>14</uiIndex>
<Name>Steroid</Name>
</NAME>
<NAME>
<!-- uiIndex: 15 = Merc Profile Index: 9 -->
<uiIndex>15</uiIndex>
<Name>Igor</Name>
</NAME>
<NAME>
<!-- uiIndex: 16 = Merc Profile Index: 10 -->
<uiIndex>16</uiIndex>
<Name>Shadow</Name>
</NAME>
<NAME>
<!-- uiIndex: 17 = Merc Profile Index: 11 -->
<uiIndex>17</uiIndex>
<Name>Red</Name>
</NAME>
<NAME>
<!-- uiIndex: 18 = Merc Profile Index: 12 -->
<uiIndex>18</uiIndex>
<Name>Reaper</Name>
</NAME>
<NAME>
<!-- uiIndex: 19 = Merc Profile Index: 13 -->
<uiIndex>19</uiIndex>
<Name>Fidel</Name>
</NAME>
<NAME>
<!-- uiIndex: 20 = Merc Profile Index: 14 -->
<uiIndex>20</uiIndex>
<Name>Fox</Name>
</NAME>
<NAME>
<!-- uiIndex: 21 = Merc Profile Index: 15 -->
<uiIndex>21</uiIndex>
<Name>Sidney</Name>
</NAME>
<NAME>
<!-- uiIndex: 22 = Merc Profile Index: 16 -->
<uiIndex>22</uiIndex>
<Name>Gus</Name>
</NAME>
<NAME>
<!-- uiIndex: 23 = Merc Profile Index: 17 -->
<uiIndex>23</uiIndex>
<Name>Buns</Name>
</NAME>
<NAME>
<!-- uiIndex: 24 = Merc Profile Index: 18 -->
<uiIndex>24</uiIndex>
<Name>Ice</Name>
</NAME>
<NAME>
<!-- uiIndex: 25 = Merc Profile Index: 19 -->
<uiIndex>25</uiIndex>
<Name>Spider</Name>
</NAME>
<NAME>
<!-- uiIndex: 26 = Merc Profile Index: 20 -->
<uiIndex>26</uiIndex>
<Name>Cliff</Name>
</NAME>
<NAME>
<!-- uiIndex: 27 = Merc Profile Index: 21 -->
<uiIndex>27</uiIndex>
<Name>Bull</Name>
</NAME>
<NAME>
<!-- uiIndex: 28 = Merc Profile Index: 22 -->
<uiIndex>28</uiIndex>
<Name>Hitman</Name>
</NAME>
<NAME>
<!-- uiIndex: 29 = Merc Profile Index: 23 -->
<uiIndex>29</uiIndex>
<Name>Buzz</Name>
</NAME>
<NAME>
<!-- uiIndex: 30 = Merc Profile Index: 24 -->
<uiIndex>30</uiIndex>
<Name>Raider</Name>
</NAME>
<NAME>
<!-- uiIndex: 31 = Merc Profile Index: 25 -->
<uiIndex>31</uiIndex>
<Name>Raven</Name>
</NAME>
<NAME>
<!-- uiIndex: 32 = Merc Profile Index: 26 -->
<uiIndex>32</uiIndex>
<Name>Static</Name>
</NAME>
<NAME>
<!-- uiIndex: 33 = Merc Profile Index: 27 -->
<uiIndex>33</uiIndex>
<Name>Len</Name>
</NAME>
<NAME>
<!-- uiIndex: 34 = Merc Profile Index: 28 -->
<uiIndex>34</uiIndex>
<Name>Danny</Name>
</NAME>
<NAME>
<!-- uiIndex: 35 = Merc Profile Index: 29 -->
<uiIndex>35</uiIndex>
<Name>Magic</Name>
</NAME>
<NAME>
<!-- uiIndex: 36 = Merc Profile Index: 30 -->
<uiIndex>36</uiIndex>
<Name>Stephen</Name>
</NAME>
<NAME>
<!-- uiIndex: 37 = Merc Profile Index: 31 -->
<uiIndex>37</uiIndex>
<Name>Scully</Name>
</NAME>
<NAME>
<!-- uiIndex: 38 = Merc Profile Index: 32 -->
<uiIndex>38</uiIndex>
<Name>Malice</Name>
</NAME>
<NAME>
<!-- uiIndex: 39 = Merc Profile Index: 33 -->
<uiIndex>39</uiIndex>
<Name>Dr.Q</Name>
</NAME>
<NAME>
<!-- uiIndex: 40 = Merc Profile Index: 34 -->
<uiIndex>40</uiIndex>
<Name>Nails</Name>
</NAME>
<NAME>
<!-- uiIndex: 41 = Merc Profile Index: 35 -->
<uiIndex>41</uiIndex>
<Name>Thor</Name>
</NAME>
<NAME>
<!-- uiIndex: 42 = Merc Profile Index: 36 -->
<uiIndex>42</uiIndex>
<Name>Scope</Name>
</NAME>
<NAME>
<!-- uiIndex: 43 = Merc Profile Index: 37 -->
<uiIndex>43</uiIndex>
<Name>Wolf</Name>
</NAME>
</NAME>
<NAME>
<!-- uiIndex: 44 = Merc Profile Index: 38 -->
<uiIndex>44</uiIndex>
<Name>MD</Name>
</NAME>
</NAME>
<NAME>
<!-- uiIndex: 45 = Merc Profile Index: 39 -->
<uiIndex>45</uiIndex>
<Name>Meltdown</Name>
</NAME>
<NAME>
<!-- Mails from M.I.S Insurance -->
<uiIndex>46</uiIndex>
<Name>M.I.S. Insurance</Name>
</NAME>
<NAME>
<!-- Mails from Bobby Rays -->
<uiIndex>47</uiIndex>
<Name>Bobby Rays</Name>
</NAME>
<NAME>
<!-- Mails from Kingpin -->
<uiIndex>48</uiIndex>
<Name>Kingpin</Name>
</NAME>
<NAME>
<!-- Mails from John Kulba -->
<uiIndex>49</uiIndex>
<Name>John Kulba</Name>
</NAME>
<NAME>
<!-- Mails from A.I.M. -->
<uiIndex>50</uiIndex>
<Name>A.I.M.</Name>
</NAME>
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<?xml version="1.0" encoding="utf-16"?>
<Settings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Description_ENG>This is the file "ja2.ini" which is the general settings file Jagged Alliance 2 v1.13.</Description_ENG>
<Description_GER>Dies hier ist die Datei "ja2.ini", welche die standard Einstellungsdatei für Jagged Alliance 2 v1.13 ist.</Description_GER>
<Description_RUS>Это настройки файла "ja2.ini", в котором содержатся общие установки игры Jagged Alliance 2 v1.13.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>ja2.ini这个文件控制铁血联盟2 V1.13的综合设定。</Description_CHI>
<Sections>
<Section name="Ja2 Settings">
<Description_ENG>In this section you can change global settings for Jagged Alliance 2 v1.13</Description_ENG>
<Description_GER>In dieser Sektion können Sie globale Einstellungen für Jagged Alliance 2 v1.13 verändern.</Description_GER>
<Description_RUS>Здесь вы можете изменять глобальные игровые настройки Jagged Alliance 2 v1.13</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>ja2.ini这个文件控制铁血联盟2 V1.13的总体设定。</Description_CHI>
<Properties>
<Property name="CD" datatype="select" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>If you have not installed Jagged Alliance 2 as a full installation, this is the letter of your CD-ROM drive. Otherwise you can ignore that.</Description_ENG>
<Description_GER>Falls Sie Jagged Alliance 2 nicht komplett installiert haben, ist dies das CD-ROM Laufwerk für die JA2 CD, ansonsten kann dies ignoriert werden.</Description_GER>
<Description_RUS>Здесь необходимо указать букву вашего CD-ROM привода,
если игра Jagged Alliance 2 была установлена не полностью.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>如果你没有完全安装《铁血联盟2》,请将这个字母设置成你的光驱的盘符。否则请无视之。</Description_CHI>
</Property>
<Property name="VFS_NO_UNICODE" datatype="boolean" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>Only set this to "TRUE" for compatibility reason, if you are running JA2 1.13 on a Windows 98 operating system.</Description_ENG>
<Description_GER>Setzen Sie diesen Wert nur auf "TRUE", falls Sie JA2 1.13 auf einem Windows 98 Betriebssystem spielen.</Description_GER>
<Description_RUS>Используйте значение "TRUE" лишь если вы запускаете JA2 1.13 под Windows 98.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>如果你在用 Windows 98 系统请把这个选项设置为 true。</Description_CHI>
</Property>
<Property name="VFS_CONFIG_INI" datatype="select" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>Select the 'vfs_config.*.ini' of the MOD you would like to play.</Description_ENG>
<Description_GER>Wählen Sie die 'vfs_config.*.ini' Datei für den MOD aus, welchen Sie spielen möchten.</Description_GER>
<Description_RUS>Выберите 'vfs_config.*.ini' МОДа, в который вы хотите играть.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>请选择游戏mod对应的“vfs_config.*.ini”来加载这个 mod 。</Description_CHI>
</Property>
<Property name="DEFAULT_JA2_EXECUTABLE" datatype="select" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>The default Jagged Alliance 2 v1.13 Executable. This file will be used, if you click on the button "Launch JA2 v1.13".</Description_ENG>
<Description_GER>Dies ist die standardmäßige Jagged Alliance 2 v1.13 Exe Datei, welche gestartet wird, wenn auf die Schaltfläche "Launch JA2 v1.13" geklickt wird.</Description_GER>
<Description_RUS>Стартовый файл Jagged Alliance 2 v1.13.
Выберите нужный исполняемый файл (если их несколько),
который запустит игру по нажатию кнопки "Launch JA2 v1.13".</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>选择默认启动的游戏主程序。仅对“Launch JA2 v1.13”有效。</Description_CHI>
</Property>
<Property name="SCREEN_RESOLUTION" datatype="select" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>The screen resolution of the game Jagged Alliance 2 v1.13.</Description_ENG>
<Description_GER>Die Bildschirmauflösung des Spiels Jagged Alliance 2 v1.13.</Description_GER>
<Description_RUS>Разрешение экрана игры Jagged Alliance 2 v1.13.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>游戏运行的屏幕分辨率设定。</Description_CHI>
</Property>
<Property name="EDITOR_SCREEN_RESOLUTION" datatype="select" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>The screen resolution of the Jagged Alliance 2 v1.13 Map Editor.</Description_ENG>
<Description_GER>Die Bildschirmauflösung für den Jagged Alliance 2 v1.13 Karten Editor.</Description_GER>
<Description_RUS>Разрешение экрана редактора карт игры Jagged Alliance 2 v1.13.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>地图编辑器运行的屏幕分辨率设定。</Description_CHI>
</Property>
<Property name="SCREEN_MODE_WINDOWED" datatype="boolean" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>Would you like to play the Jagged Alliance 2 v1.13 and the Map Editor in windowed mode?</Description_ENG>
<Description_GER>Wollen Sie das Spiel Jagged Alliance 2 v1.13 bzw. den Karten Editor im Fenstermodus spielen?</Description_GER>
<Description_RUS>Здесь вы можете выбрать полноэкранный
либо оконный режим для игры Jagged Alliance 2 v1.13
и для редактора карт.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>是否窗口化运行游戏和地图编辑器。</Description_CHI>
</Property>
<Property name="PLAY_INTRO" datatype="boolean" minvalue="0" maxvalue="0" interval="0">
<Description_ENG>Should the intro be played after starting a new game?</Description_ENG>
<Description_GER>Soll das Intro nach dem Start eines neuen Spiels angezeigt werden?</Description_GER>
<Description_RUS>Здесь вы можете включить,
либо выключить показ игрового ролика после старта игры.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>游戏开始时是否播放开头动画。</Description_CHI>
</Property>
</Properties>
</Section>
</Sections>
</Settings>
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[CFG]
;******************************************************************************************************************************
; In this section you define common application settings.
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; Select the default language of the application
; 0 - Chinese
; 1 - Dutch
; 2 - French
; 3 - German
; 4 - Italian
; 5 - Polish
; 6 - Russian
; 7 - Taiwanese
; 8 - English
; -----------------------------------------------------------------------------------------------------------------------------
Lang = 8
;******************************************************************************************************************************
; In this section you define specific settings for using the application with the choosen 1.13 MOD.
;******************************************************************************************************************************
[MOD]
; -----------------------------------------------------------------------------------------------------------------------------
; Define here the folder(s) of your MOD, that should be used for loading the XML files
;
; Here is an example of how it could look like. First the application looks in the "Data-n" folder.
; If the requested XML file is not found in "Data-My-Mod" then the application checks the
; folder "Data-1.13" and finally it searches the folder "Data".
;
; Dir[0]=Data
; Dir[1]=Data-1.13
; Dir[2]=Data-My-Mod
; Dir[n]=Data-n
; -----------------------------------------------------------------------------------------------------------------------------
Dir[0] = Data
Dir[1] = Data-1.13
; -----------------------------------------------------------------------------------------------------------------------------
; The starting gear (MercStartingGear.xml) can be edited with the "XML Editor" and the "Merc Profile Editor".
; If you want to only use the "XML Editor" for manipulation merc starting gear, set ALLOW_EDIT_MERC_STARTING_GEAR = FALSE
; to disable the editing.
; -----------------------------------------------------------------------------------------------------------------------------
ALLOW_EDIT_MERC_STARTING_GEAR = TRUE
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;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2 --Settings File--
;
; Please note that this file is automatically generated by the game.
;
; While it is safe to change things from within this file, not all values are acceptable. Some may break the game,
; some may be ignored, but most likely they will be acceptable or reset to a default value.
;
; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; The Current Game Setting Struct is defined as :
;
; typedef struct
; {
; INT8 bLastSavedGameSlot; // The last saved game number goes in here
; UINT8 ubMusicVolumeSetting; // Volume Setting
; UINT8 ubSoundEffectsVolume; // Volume Setting
; UINT8 ubSpeechVolume; // Volume Setting
; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )
; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'
; BOOLEAN fHideHelpInAllScreens; // Controls Help "do not show help again" checkbox
; } GAME_SETTINGS
;
;******************************************************************************************************************************
[JA2 Game Settings]
bLastSavedGameSlot = 18
ubMusicVolumeSetting = 65
ubSoundEffectsVolume = 65
ubSpeechVolume = 65
uiMeanwhileScenesSeenFlags = 0
fHideHelpInAllScreens = FALSE
TOPTION_SPEECH = TRUE
TOPTION_MUTE_CONFIRMATIONS = FALSE
TOPTION_SUBTITLES = TRUE
TOPTION_KEY_ADVANCE_SPEECH = FALSE
TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE
TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE
TOPTION_USE_METRIC_SYSTEM = TRUE
TOPTION_MERC_ALWAYS_LIGHT_UP = TRUE
TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = TRUE
TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = TRUE
TOPTION_GL_HIGH_ANGLE = TRUE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE
TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE
TOPTION_USE_AUTO_SAVE = FALSE
TOPTION_SILENT_SKYRIDER = FALSE
TOPTION_ENHANCED_DESC_BOX = TRUE
TOPTION_TOGGLE_TURN_MODE = FALSE
TOPTION_STAT_PROGRESS_BARS = TRUE
TOPTION_ALT_MAP_COLOR = FALSE
TOPTION_ALTERNATE_BULLET_GRAPHICS = TRUE
TOPTION_USE_NCTH = TRUE
TOPTION_SHOW_TACTICAL_FACE_GEAR = TRUE
TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE
TOPTION_REPORT_MISS_MARGIN = FALSE
TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE
TOPTION_RESET_ALL_OPTIONS = FALSE
TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE
TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = FALSE
TOPTION_RENDER_MOUSE_REGIONS = FALSE
TOPTION_DEBUG_MODE_OPTIONS_END = FALSE
;******************************************************************************************************************************
; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING.
; They are only included here for complete transparency for all GameSettings content.
;******************************************************************************************************************************
TOPTION_LAST_OPTION = FALSE
NUM_GAME_OPTIONS = FALSE
TOPTION_MERC_CASTS_LIGHT = TRUE
TOPTION_HIDE_BULLETS = FALSE
TOPTION_TRACKING_MODE = TRUE
NUM_ALL_GAME_OPTIONS = FALSE
@@ -0,0 +1,101 @@
;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2 --Settings File--
;
; Please note that this file is automatically generated by the game.
;
; While it is safe to change things from within this file, not all values are acceptable. Some may break the game,
; some may be ignored, but most likely they will be acceptable or reset to a default value.
;
; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; The Current Game Setting Struct is defined as :
;
; typedef struct
; {
; INT8 bLastSavedGameSlot; // The last saved game number goes in here
; UINT8 ubMusicVolumeSetting; // Volume Setting
; UINT8 ubSoundEffectsVolume; // Volume Setting
; UINT8 ubSpeechVolume; // Volume Setting
; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )
; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'
; BOOLEAN fHideHelpInAllScreens; // Controls Help "do not show help again" checkbox
; } GAME_SETTINGS
;
;******************************************************************************************************************************
[JA2 Game Settings]
bLastSavedGameSlot = -1
ubMusicVolumeSetting = 65
ubSoundEffectsVolume = 65
ubSpeechVolume = 65
uiMeanwhileScenesSeenFlags = 0
fHideHelpInAllScreens = FALSE
TOPTION_SPEECH = TRUE
TOPTION_MUTE_CONFIRMATIONS = FALSE
TOPTION_SUBTITLES = TRUE
TOPTION_KEY_ADVANCE_SPEECH = FALSE
TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE
TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE
TOPTION_USE_METRIC_SYSTEM = TRUE
TOPTION_MERC_ALWAYS_LIGHT_UP = FALSE
TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = FALSE
TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = FALSE
TOPTION_GL_HIGH_ANGLE = FALSE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE
TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = FALSE
TOPTION_USE_AUTO_SAVE = FALSE
TOPTION_SILENT_SKYRIDER = FALSE
TOPTION_ENHANCED_DESC_BOX = FALSE
TOPTION_TOGGLE_TURN_MODE = FALSE
TOPTION_STAT_PROGRESS_BARS = FALSE
TOPTION_ALT_MAP_COLOR = FALSE
TOPTION_ALTERNATE_BULLET_GRAPHICS = FALSE
TOPTION_USE_NCTH = FALSE
TOPTION_SHOW_TACTICAL_FACE_GEAR = FALSE
TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE
TOPTION_REPORT_MISS_MARGIN = FALSE
TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE
TOPTION_RESET_ALL_OPTIONS = FALSE
TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE
TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = FALSE
TOPTION_RENDER_MOUSE_REGIONS = FALSE
TOPTION_DEBUG_MODE_OPTIONS_END = FALSE
;******************************************************************************************************************************
; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING.
; They are only included here for complete transparency for all GameSettings content.
;******************************************************************************************************************************
TOPTION_LAST_OPTION = FALSE
NUM_GAME_OPTIONS = FALSE
TOPTION_MERC_CASTS_LIGHT = TRUE
TOPTION_HIDE_BULLETS = FALSE
TOPTION_TRACKING_MODE = TRUE
NUM_ALL_GAME_OPTIONS = FALSE