mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- Moved the "Data-JA2Demo" MOD folder to its own SVN trunk:
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1521 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -1,419 +0,0 @@
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--[[
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http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua
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**********************
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** Global variables **
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**********************
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- newDIFFICULTY_LEVEL (Start new game setting)
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1 = easy
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2 = experienced
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3 = expert
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4 = insane
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- newGAME_STYLE (Start new game setting)
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0 = realistic
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1 = sci fi
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- is_networked (Multiplayer)
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0 = no
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1 = yes
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- iniENABLE_CREPITUS (ja2_options.ini setting)
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0 = no
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1 = yes
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- iniSTARTING_CASH_NOVICE, iniSTARTING_CASH_EXPERIENCED, iniSTARTING_CASH_EXPERT, iniSTARTING_CASH_INSANE (ja2_options.ini setting)
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Starting cash
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- iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE (ja2_options.ini setting)
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true = yes
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false = no
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- giHospitalTempBalance
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set hospital balance
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- gbHospitalPriceModifier
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set hospital modifier
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- giHospitalRefund
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***************
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** Functions **
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***************
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- AddAlternateSector, AddAltSector, AddAltSectorNew
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add alternative sector
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- AddNPC or AddNPCtoSector
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add NPC\EPC\RPC to sector
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- AddAltUnderGroundSector, AddAltUGSector or AddAltUGSectorNew
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add alternative underground sector
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- SetNPCData1 ( ProfilID, value )
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set NPCData1
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- GetStartingCashNovice()
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get starting cash novice level
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- GetStartingCashExperienced()
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get starting cash experienced level
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- GetStartingCashExpert()
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get starting cash expert level
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- GetStartingCashInsane()
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get starting cash insane level
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- GetWorldTotalMin()
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get world time
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- AddTransactionToPlayersBook(ubCode, ubSecondCode, uiDate, iAmount)
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add transaction to player
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- AddPreReadEmail (iMessageOffset, iMessageLength, ubSender)
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iMessageOffset - record from email.edt
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iMessageLength - record from email.edt
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ubSender - uiIndex from SenderNameList.xml
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- AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID)
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iMessageOffset - record from email.edt
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iMessageLength - record from email.edt
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ubSender - uiIndex from SenderNameList.xml
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iCurrentIMPPosition - Default = -1, or the profile ID of the IMP
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iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID
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HireMerc( Profile , Contract, TimeArrive )
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Profile - The profile ID of the merc
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Contract - The contract time for the merc
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TimeArrive - The arrival time of the merc
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**************
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** Examples **
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**************
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-- Add Fatima to sector
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Fatima = { }
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Fatima.MercProfiles = 101
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Fatima.sector = "A10-0"
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AddNPC(Fatima)
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-- Add Fatima to sector
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AddNPC( { MercProfiles = 101 , sector = "A10-0" } )
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-- Add Fatima to sector, only in a realistic game
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if newGAME_STYLE == 0 then
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Fatima = { }
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Fatima.MercProfiles = 101
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Fatima.sector = "A10-0"
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AddNPC(Fatima)
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end
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-- Add alternative sector, only when starting cash = 4000 and game style SciFi
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if (iniSTARTING_CASH_NOVICE == 4000 and newGAME_STYLE == 1) then
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Fatima = { }
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Fatima.MercProfiles = 101
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Fatima.sector = "A10-0"
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AddNPC(Fatima)
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end
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-- Add alternative sector, only realistic game
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if newGAME_STYLE == 0 then
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SectorA9 = { }
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SectorA9.altSector = "A9"
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AddAlternateSector(SectorA9)
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end
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-- Add alternative sector
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SectorA9 = { }
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SectorA9.altSector = "A9"
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AddAlternateSector(SectorA9)
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-- Add alternative underground sector
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A10_b1 = { }
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A10_b1.altSector = "A10-1"
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AddAltUGSector(A10_b1)
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-- Add alternative underground sector
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AddAltUGSector( { altSector = "A10-1" } )
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-- Add Skyrider to sector
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AddNPCtoSector(97,9,1,0)
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-- Add alternative sector C1
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AddAltSectorNew (3,1)
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-- Add alternative sector C1-3
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AddAltUGSectorNew(3,1,3)
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-- Hire Ivan
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HireMerc(7)
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]]
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-- max number of lines can be shown in a message
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local MAX_EMAIL_LINES = 10
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-- max number of messages per page
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local MAX_MESSAGES_PAGE = 18
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local IMP_EMAIL_INTRO = 0
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local IMP_EMAIL_INTRO_LENGTH = 10
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local ENRICO_CONGRATS = (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
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local ENRICO_CONGRATS_LENGTH = 3
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local IMP_EMAIL_AGAIN = (ENRICO_CONGRATS + ENRICO_CONGRATS_LENGTH)
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local IMP_EMAIL_AGAIN_LENGTH = 6
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local MERC_INTRO = (IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH)
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local MERC_INTRO_LENGTH = 5
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local MERC_NEW_SITE_ADDRESS = ( MERC_INTRO + MERC_INTRO_LENGTH )
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local MERC_NEW_SITE_ADDRESS_LENGTH = 2
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local AIM_MEDICAL_DEPOSIT_REFUND = ( MERC_NEW_SITE_ADDRESS + MERC_NEW_SITE_ADDRESS_LENGTH )
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local AIM_MEDICAL_DEPOSIT_REFUND_LENGTH = 3
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local IMP_EMAIL_PROFILE_RESULTS = ( AIM_MEDICAL_DEPOSIT_REFUND + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH )
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local IMP_EMAIL_PROFILE_RESULTS_LENGTH = 1
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local MERC_WARNING = ( IMP_EMAIL_PROFILE_RESULTS_LENGTH + IMP_EMAIL_PROFILE_RESULTS )
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local MERC_WARNING_LENGTH = 2
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local MERC_INVALID = ( MERC_WARNING + MERC_WARNING_LENGTH )
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local MERC_INVALID_LENGTH = 2
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local NEW_MERCS_AT_MERC = ( MERC_INVALID + MERC_INVALID_LENGTH )
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local NEW_MERCS_AT_MERC_LENGTH = 2
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local MERC_FIRST_WARNING = ( NEW_MERCS_AT_MERC + NEW_MERCS_AT_MERC_LENGTH )
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local MERC_FIRST_WARNING_LENGTH = 2
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-- merc up a level emails
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local MERC_UP_LEVEL_BIFF = ( MERC_FIRST_WARNING + MERC_FIRST_WARNING_LENGTH )
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local MERC_UP_LEVEL_LENGTH_BIFF = 2
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local MERC_UP_LEVEL_HAYWIRE = ( MERC_UP_LEVEL_LENGTH_BIFF + MERC_UP_LEVEL_BIFF )
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local MERC_UP_LEVEL_LENGTH_HAYWIRE = 2
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local MERC_UP_LEVEL_GASKET = ( MERC_UP_LEVEL_LENGTH_HAYWIRE + MERC_UP_LEVEL_HAYWIRE )
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local MERC_UP_LEVEL_LENGTH_GASKET = 2
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local MERC_UP_LEVEL_RAZOR = ( MERC_UP_LEVEL_LENGTH_GASKET + MERC_UP_LEVEL_GASKET )
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local MERC_UP_LEVEL_LENGTH_RAZOR = 2
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local MERC_UP_LEVEL_FLO = ( MERC_UP_LEVEL_LENGTH_RAZOR + MERC_UP_LEVEL_RAZOR )
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local MERC_UP_LEVEL_LENGTH_FLO = 2
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local MERC_UP_LEVEL_GUMPY = ( MERC_UP_LEVEL_LENGTH_FLO + MERC_UP_LEVEL_FLO )
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local MERC_UP_LEVEL_LENGTH_GUMPY = 2
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local MERC_UP_LEVEL_LARRY = ( MERC_UP_LEVEL_LENGTH_GUMPY + MERC_UP_LEVEL_GUMPY )
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local MERC_UP_LEVEL_LENGTH_LARRY = 2
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local MERC_UP_LEVEL_COUGAR = ( MERC_UP_LEVEL_LENGTH_LARRY + MERC_UP_LEVEL_LARRY )
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local MERC_UP_LEVEL_LENGTH_COUGAR = 2
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local MERC_UP_LEVEL_NUMB = ( MERC_UP_LEVEL_LENGTH_COUGAR + MERC_UP_LEVEL_COUGAR )
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local MERC_UP_LEVEL_LENGTH_NUMB = 2
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local MERC_UP_LEVEL_BUBBA = ( MERC_UP_LEVEL_LENGTH_NUMB + MERC_UP_LEVEL_NUMB )
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local MERC_UP_LEVEL_LENGTH_BUBBA = 2
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-- merc left-me-a-message-and-now-I'm-back emails
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local AIM_REPLY_BARRY = ( MERC_UP_LEVEL_LENGTH_BUBBA + MERC_UP_LEVEL_BUBBA )
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local AIM_REPLY_LENGTH_BARRY = 2
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local AIM_REPLY_MELTDOWN = (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
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local AIM_REPLY_LENGTH_MELTDOWN = AIM_REPLY_LENGTH_BARRY
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-- old EXISTING emails when player starts game. They must look "read"
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local OLD_ENRICO_1 = ( AIM_REPLY_LENGTH_MELTDOWN + AIM_REPLY_MELTDOWN )
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local OLD_ENRICO_1_LENGTH = 3
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local OLD_ENRICO_2 = ( OLD_ENRICO_1 + OLD_ENRICO_1_LENGTH )
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local OLD_ENRICO_2_LENGTH = 3
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local RIS_REPORT = ( OLD_ENRICO_2 + OLD_ENRICO_2_LENGTH )
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local RIS_REPORT_LENGTH = 2
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local OLD_ENRICO_3 = ( RIS_REPORT + RIS_REPORT_LENGTH )
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local OLD_ENRICO_3_LENGTH = 3
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-- emails that occur from Enrico once player accomplishes things
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local ENRICO_MIGUEL = ( OLD_ENRICO_3 + OLD_ENRICO_3_LENGTH )
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local ENRICO_MIGUEL_LENGTH = 3
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local ENRICO_PROG_20 = ( ENRICO_MIGUEL + ENRICO_MIGUEL_LENGTH )
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local ENRICO_PROG_20_LENGTH = 3
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local ENRICO_PROG_55 = ( ENRICO_PROG_20 + ENRICO_PROG_20_LENGTH )
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local ENRICO_PROG_55_LENGTH = 3
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local ENRICO_PROG_80 = ( ENRICO_PROG_55 + ENRICO_PROG_55_LENGTH )
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local ENRICO_PROG_80_LENGTH = 3
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local ENRICO_SETBACK = ( ENRICO_PROG_80 + ENRICO_PROG_80_LENGTH )
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local ENRICO_SETBACK_LENGTH = 3
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local ENRICO_SETBACK_2 = ( ENRICO_SETBACK + ENRICO_SETBACK_LENGTH )
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local ENRICO_SETBACK_2_LENGTH = 3
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local ENRICO_CREATURES = ( ENRICO_SETBACK_2 + ENRICO_SETBACK_2_LENGTH )
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local ENRICO_CREATURES_LENGTH = 3
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-- insurance company emails
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local INSUR_PAYMENT = ( ENRICO_CREATURES + ENRICO_CREATURES_LENGTH )
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local INSUR_PAYMENT_LENGTH = 3
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local INSUR_SUSPIC = ( INSUR_PAYMENT + INSUR_PAYMENT_LENGTH )
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local INSUR_SUSPIC_LENGTH = 3
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local INSUR_INVEST_OVER = ( INSUR_SUSPIC + INSUR_SUSPIC_LENGTH )
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local INSUR_INVEST_OVER_LENGTH = 3
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local INSUR_SUSPIC_2 = ( INSUR_INVEST_OVER + INSUR_INVEST_OVER_LENGTH )
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local INSUR_SUSPIC_2_LENGTH = 3
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local BOBBYR_NOW_OPEN = ( INSUR_SUSPIC_2 + INSUR_SUSPIC_2_LENGTH )
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local BOBBYR_NOW_OPEN_LENGTH = 3
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local KING_PIN_LETTER = ( BOBBYR_NOW_OPEN + BOBBYR_NOW_OPEN_LENGTH )
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local KING_PIN_LETTER_LENGTH = 4
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local LACK_PLAYER_PROGRESS_1 = ( KING_PIN_LETTER + KING_PIN_LETTER_LENGTH )
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local LACK_PLAYER_PROGRESS_1_LENGTH = 3
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local LACK_PLAYER_PROGRESS_2 = ( LACK_PLAYER_PROGRESS_1 + LACK_PLAYER_PROGRESS_1_LENGTH )
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||||
local LACK_PLAYER_PROGRESS_2_LENGTH = 3
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local LACK_PLAYER_PROGRESS_3 = ( LACK_PLAYER_PROGRESS_2 + LACK_PLAYER_PROGRESS_2_LENGTH )
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local LACK_PLAYER_PROGRESS_3_LENGTH = 3
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-- A package from Bobby Ray has arrived in Drassen
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local BOBBYR_SHIPMENT_ARRIVED = ( LACK_PLAYER_PROGRESS_3 + LACK_PLAYER_PROGRESS_3_LENGTH )
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local BOBBYR_SHIPMENT_ARRIVED_LENGTH = 4
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|
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-- John Kulba has left the gifts for the players in Drassen
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local JOHN_KULBA_GIFT_IN_DRASSEN = ( BOBBYR_SHIPMENT_ARRIVED + BOBBYR_SHIPMENT_ARRIVED_LENGTH )
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local JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH = 4
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-- When a merc dies on ANOTHER assignment ( ie not with the player )
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local MERC_DIED_ON_OTHER_ASSIGNMENT = ( JOHN_KULBA_GIFT_IN_DRASSEN + JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH )
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||||
local MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH = 5
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||||
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||||
local INSUR_1HOUR_FRAUD = ( MERC_DIED_ON_OTHER_ASSIGNMENT + MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH )
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||||
local INSUR_1HOUR_FRAUD_LENGTH = 3
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||||
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||||
-- When a merc is fired, and is injured
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||||
local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND = ( INSUR_1HOUR_FRAUD + INSUR_1HOUR_FRAUD_LENGTH )
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||||
local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH = 3
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||||
|
||||
-- When a merc is fired, and is dead
|
||||
local AIM_MEDICAL_DEPOSIT_NO_REFUND = ( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND + AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH )
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||||
local AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH = 3
|
||||
|
||||
local BOBBY_R_MEDUNA_SHIPMENT = ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH )
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||||
local BOBBY_R_MEDUNA_SHIPMENT_LENGTH = 4
|
||||
|
||||
local iStartingCash = 0
|
||||
|
||||
Fincances =
|
||||
{
|
||||
ACCRUED_INTEREST = 0,
|
||||
ANONYMOUS_DEPOSIT = 1,
|
||||
TRANSACTION_FEE = 2,
|
||||
HIRED_MERC = 3,
|
||||
BOBBYR_PURCHASE,
|
||||
PAY_SPECK_FOR_MERC = 4,
|
||||
MEDICAL_DEPOSIT = 5,
|
||||
IMP_PROFILE = 6,
|
||||
PURCHASED_INSURANCE = 7,
|
||||
REDUCED_INSURANCE = 8,
|
||||
EXTENDED_INSURANCE = 9,
|
||||
CANCELLED_INSURANCE = 10,
|
||||
INSURANCE_PAYOUT = 11,
|
||||
EXTENDED_CONTRACT_BY_1_DAY = 12,
|
||||
EXTENDED_CONTRACT_BY_1_WEEK = 13,
|
||||
EXTENDED_CONTRACT_BY_2_WEEKS = 14,
|
||||
DEPOSIT_FROM_GOLD_MINE = 15,
|
||||
DEPOSIT_FROM_SILVER_MINE = 16,
|
||||
PURCHASED_FLOWERS = 17,
|
||||
FULL_MEDICAL_REFUND = 18,
|
||||
PARTIAL_MEDICAL_REFUND = 19,
|
||||
NO_MEDICAL_REFUND = 20,
|
||||
PAYMENT_TO_NPC = 21,
|
||||
TRANSFER_FUNDS_TO_MERC = 22,
|
||||
TRANSFER_FUNDS_FROM_MERC = 23,
|
||||
TRAIN_TOWN_MILITIA = 24,
|
||||
PURCHASED_ITEM_FROM_DEALER = 25,
|
||||
MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT = 26,
|
||||
SOLD_ITEMS = 27,
|
||||
FACILITY_OPERATIONS = 28,
|
||||
MILITIA_UPKEEP = 29,
|
||||
}
|
||||
|
||||
Sender =
|
||||
{
|
||||
MAIL_ENRICO = 0,
|
||||
CHAR_PROFILE_SITE = 1,
|
||||
GAME_HELP = 2,
|
||||
IMP_PROFILE_RESULTS = 3,
|
||||
SPECK_FROM_MERC = 4,
|
||||
RIS_EMAIL = 5,
|
||||
BARRY_MAIL = 6,
|
||||
INSURANCE_COMPANY = 46,
|
||||
BOBBY_R = 47,
|
||||
KING_PIN = 48,
|
||||
JOHN_KULBA = 49,
|
||||
AIM_SITE = 50,
|
||||
}
|
||||
|
||||
Modifier =
|
||||
{
|
||||
HOSPITAL_UNSET = 0,
|
||||
HOSPITAL_NORMAL = 1,
|
||||
HOSPITAL_BREAK = 2,
|
||||
HOSPITAL_COST = 3,
|
||||
HOSPITAL_FREEBIE = 4,
|
||||
HOSPITAL_RANDOM_FREEBIE = 5,
|
||||
}
|
||||
|
||||
SectorY =
|
||||
{
|
||||
MAP_ROW_A = 1,
|
||||
MAP_ROW_B = 2,
|
||||
MAP_ROW_C = 3,
|
||||
MAP_ROW_D = 4,
|
||||
MAP_ROW_E = 5,
|
||||
MAP_ROW_F = 6,
|
||||
MAP_ROW_G = 7,
|
||||
MAP_ROW_H = 8,
|
||||
MAP_ROW_I = 9,
|
||||
MAP_ROW_J = 10,
|
||||
MAP_ROW_K = 11,
|
||||
MAP_ROW_L = 12,
|
||||
MAP_ROW_M = 13,
|
||||
MAP_ROW_N = 14,
|
||||
MAP_ROW_O = 15,
|
||||
MAP_ROW_P = 16,
|
||||
}
|
||||
|
||||
Profil =
|
||||
{
|
||||
Skyrider = 97,
|
||||
Micky = 96,
|
||||
Gabby = 104,
|
||||
Bob = 84,
|
||||
Devin = 61,
|
||||
}
|
||||
|
||||
local DIF_LEVEL_EASY = 1
|
||||
local DIF_LEVEL_MEDIUM = 2
|
||||
local DIF_LEVEL_HARD = 3
|
||||
local DIF_LEVEL_INSANE = 4
|
||||
|
||||
function InitNPCs()
|
||||
|
||||
AddNPCtoSector(113 ,1 ,SectorY.MAP_ROW_P ,0)
|
||||
AddNPCtoSector(104 ,1 ,SectorY.MAP_ROW_P ,0)
|
||||
AddNPCtoSector(66 ,1 ,SectorY.MAP_ROW_P ,1)
|
||||
|
||||
-- Init hospital variables
|
||||
HospitalTempBalance( 0 )
|
||||
HospitalRefund( 0 )
|
||||
HospitalPriceModifier( Modifier.HOSPITAL_UNSET )
|
||||
end
|
||||
|
||||
function InitNewGame()
|
||||
|
||||
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
|
||||
iStartingCash = GetStartingCashNovice()
|
||||
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
|
||||
iStartingCash = GetStartingCashExperienced()
|
||||
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
|
||||
iStartingCash = GetStartingCashExpert()
|
||||
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
|
||||
iStartingCash = GetStartingCashInsane()
|
||||
end
|
||||
|
||||
AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash )
|
||||
|
||||
HireMerc( 4 ,61, 0 ) -- Vicki
|
||||
HireMerc( 7 ,61, 0 ) -- Ivan
|
||||
HireMerc( 10 ,61, 0 ) -- Shadow
|
||||
HireMerc( 33 ,61, 0 ) -- Dr.Q
|
||||
HireMerc( 42 ,61, 0 ) -- Gastek
|
||||
--HireMerc( 67, 61, 0 )
|
||||
|
||||
end
|
||||
@@ -1,395 +0,0 @@
|
||||
--[[
|
||||
|
||||
December 27, 2010
|
||||
|
||||
TOC
|
||||
===
|
||||
|
||||
Preamble
|
||||
§0. Constants
|
||||
§1. Underground sector list compilation
|
||||
§2. Defining enemy garrisons and creature population
|
||||
§3. Internal workings
|
||||
§3.1. Underground sector names
|
||||
|
||||
|
||||
Preamble
|
||||
========
|
||||
|
||||
This script sets up and initializes underground sectors. It defines where
|
||||
underground sectors are located on the map, what enemy garrisons and
|
||||
creature population they feature, and what loading screen to present to
|
||||
the player.
|
||||
|
||||
Sector definitions are read whenever a new game starts. They are then
|
||||
stored within the savegame meaning various changes to this script don't
|
||||
have an effect on a game in progress.
|
||||
|
||||
|
||||
Modders likely want to focus on §1. and §2.
|
||||
|
||||
|
||||
There is also another script closely related to this one, which defines
|
||||
sector names ("undergroundsectornames.lua" and localized versions). See
|
||||
§3.1. for more details.
|
||||
|
||||
|
||||
The game will call this script for any of three reasons:
|
||||
|
||||
1. When a new game starts it will call 'BuildUndergroundSectorList' in
|
||||
order to create and initialize the array of underground sectors.
|
||||
|
||||
2. The game will call 'GetLoadscreen' whenever an underground sector
|
||||
needs to be loaded.
|
||||
|
||||
3. When the game requests an underground sector name it will call
|
||||
'GetSectorName'.
|
||||
|
||||
|
||||
Remarks
|
||||
|
||||
- Several vanilla JA2 sectors may be unsafe to remove due to hardcoded
|
||||
behaviour such as creature spreading, Deidranna escaping or other quest
|
||||
related links.
|
||||
|
||||
- Contrary to random number generators used in JA2, Lua's math.random
|
||||
function includes the range boundaries. Also, indexing in Lua starts at
|
||||
1 as opposed to C (starting at 0). For further information about Lua
|
||||
consult the Lua documentation at http://www.lua.org/docs.html
|
||||
|
||||
]]
|
||||
|
||||
|
||||
-- For debugging purposes you might want to have some basic logging output
|
||||
-- from the game. Uncommenting the following line will create
|
||||
-- "initunderground.log" in your profile directory.
|
||||
--logging = true
|
||||
|
||||
|
||||
-- Initialize the pseudo random number generator
|
||||
math.randomseed( os.time() ); math.random(); math.random(); math.random()
|
||||
-- http://lua-users.org/wiki/MathLibraryTutorial
|
||||
|
||||
|
||||
|
||||
-------------------
|
||||
-- §0. Constants --
|
||||
-------------------
|
||||
|
||||
Habitat = { -- creature type distribution in percentages
|
||||
-- young young adult adult
|
||||
-- larvae infants male female male female
|
||||
QueenLair = 0, -- 20 40 0 0 30 10 (default)
|
||||
Lair = 1, -- 15 35 10 5 25 10
|
||||
LairEntrance = 2, -- 0 15 30 10 35 10
|
||||
InnerMine = 3, -- 0 0 20 40 10 30
|
||||
OuterMine = 4, -- 0 0 10 65 5 20
|
||||
FeedingGrounds = 5, -- - - - - - - (unused)
|
||||
MineExit = 6, -- 0 0 10 65 5 20
|
||||
}
|
||||
|
||||
CreatureMusic = {
|
||||
Compat = 0, -- default, use creepy music in the presence of creatures
|
||||
-- or blue lights (default, also vanilla default);
|
||||
Auto = 1, -- use creepy music if and only if there any creatures
|
||||
-- present (ignoring lights);
|
||||
Never = 2, -- do not use creepy music, regardless of any creatures;
|
||||
Always = 3, -- do use creepy music, regardless of any creatures
|
||||
}
|
||||
|
||||
|
||||
|
||||
---------------------------------------------
|
||||
-- §1. Underground sector list compilation --
|
||||
---------------------------------------------
|
||||
|
||||
--[[
|
||||
|
||||
In this list add underground sectors by specifying their location.
|
||||
If no loadscreen attribute is given the script will use "LS_Mine" for
|
||||
level 1 sectors and "LS_Cave" for level 2 and level 3 sectors (see §3.).
|
||||
|
||||
Also specify any other static attributes in this list (cf. §2.)
|
||||
|
||||
]]
|
||||
|
||||
local sectorList = {
|
||||
|
||||
-- Demoville
|
||||
{ location = "P1-1", loadscreen = "LS_Basement", },
|
||||
{
|
||||
location = "P1-2", loadscreen = "LS_Cave",
|
||||
creatureHabitat = Habitat.InnerMine, music = CreatureMusic.Compat,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
|
||||
--[[
|
||||
|
||||
PopulateSectors
|
||||
|
||||
Remarks
|
||||
|
||||
This function is supposed to initialize sector settings that depend on
|
||||
what difficulty level and game style the player chooses.
|
||||
|
||||
Parameters
|
||||
|
||||
difficultyLevel (integer)
|
||||
|
||||
Indicates the level of difficulty.
|
||||
1: easy, 2: experienced, 3: expert, 4: insane
|
||||
|
||||
gameStyle (integer)
|
||||
|
||||
Indicates whether or not the player selected the scifi option.
|
||||
0: realistic, 1: scifi
|
||||
]]
|
||||
|
||||
local function PopulateSectors(difficultyLevel, gameStyle)
|
||||
|
||||
local s = sectorList
|
||||
|
||||
|
||||
----------------------------------------------------------
|
||||
-- §2. Defining enemy garrisons and creature population --
|
||||
----------------------------------------------------------
|
||||
|
||||
-- Demoville
|
||||
s["P1-1"].numTroops = ({ 12, 16, 16, 0 })[difficultyLevel]
|
||||
s["P1-1"].numElites = ({ 0, 0, 4, 24 })[difficultyLevel]
|
||||
|
||||
s["P1-2"].numCreatures = ({ 3, 5, 8, 13 })[difficultyLevel]
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
---------------------------
|
||||
-- §3. Internal workings --
|
||||
---------------------------
|
||||
|
||||
--[[
|
||||
|
||||
BuildUndergroundSectorList
|
||||
|
||||
Remarks
|
||||
|
||||
This function gets called by the game when a new game starts. It is
|
||||
supposed to return the initialized list of underground sectors.
|
||||
|
||||
Parameters
|
||||
|
||||
gameSettings
|
||||
|
||||
Table holding these keys:
|
||||
|
||||
- difficultyLevel (integer)
|
||||
1: easy, 2: experienced, 3: expert, 4: insane
|
||||
|
||||
- gameStyle (integer)
|
||||
0: realistic, 1: scifi
|
||||
|
||||
Return value
|
||||
|
||||
This function shall return a table of tables that may feature the
|
||||
following keys:
|
||||
|
||||
- location (required)
|
||||
string of the form "[R][C]-[L]", where [R] is a row
|
||||
identifier (A-P), [C] is a column identifier (1-16), [L] is a
|
||||
sublevel identifier (1-3), e.g. "A9-1"
|
||||
|
||||
- numAdmins
|
||||
- numTroops
|
||||
- numElites
|
||||
integers, specifying numbers of enemy garrisons, default: 0
|
||||
|
||||
- numBloodcats
|
||||
integer, specifying quantity of bloodcat population, default: 0
|
||||
This requires bloodcat placements to be set in the map itself.
|
||||
|
||||
- numCreatures
|
||||
integer, specifying number of creatures in total, default: 0
|
||||
Distribution of creature types depends on creature habitat (see §0.)
|
||||
|
||||
- creatureHabitat
|
||||
integer, specifying creature distribution type
|
||||
Use one of the constants from the Habitat enumeration (see §0.)
|
||||
|
||||
- music
|
||||
integer, specifying under which circumstances to use creepy music
|
||||
Use one of the costants from CreatureMusic enumeration (see §0.)
|
||||
]]
|
||||
|
||||
function BuildUndergroundSectorList(gameSettings)
|
||||
|
||||
local difficultyLevel = gameSettings["difficultyLevel"]
|
||||
local gameStyle = gameSettings["gameStyle"]
|
||||
|
||||
PopulateSectors(difficultyLevel, gameStyle)
|
||||
|
||||
return sectorList
|
||||
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
|
||||
GetLoadscreen
|
||||
|
||||
Remarks
|
||||
|
||||
Provides the game with the name and file format of the loadscreen for a
|
||||
given sector. The function forwards the loadscreen attribute as declared
|
||||
in the sectorList (cf. §1.) or uses default screens.
|
||||
The game will use the name and format as well as screen resolution to
|
||||
build the complete file name itself.
|
||||
|
||||
|
||||
Parameters
|
||||
|
||||
location (string)
|
||||
|
||||
The usual sector location string of the sector the loadscreen is
|
||||
requested for, e.g. "A10-1".
|
||||
|
||||
timeOfDay (integer)
|
||||
|
||||
The time in minutes that has passed since midnight.
|
||||
|
||||
Return values
|
||||
|
||||
This function shall return a 2-tuple of strings, of which the first shall
|
||||
be the loadscreen name and the second the file extension.
|
||||
|
||||
]]
|
||||
|
||||
function GetLoadscreen(location, timeOfDay)
|
||||
|
||||
local function Return(name)
|
||||
return "Loadscreens\\" .. name, "sti"
|
||||
end
|
||||
|
||||
local s = sectorList[location]
|
||||
|
||||
if s ~= nil then
|
||||
|
||||
-- multiple screens to choose from?
|
||||
if s.loadscreens ~= nil and #s.loadscreens > 0 then
|
||||
local screen = s.loadscreens[math.random(#s.loadscreens)]
|
||||
return Return(screen)
|
||||
end
|
||||
|
||||
-- single screen?
|
||||
if s.loadscreen ~= nil then
|
||||
return Return(s.loadscreen)
|
||||
end
|
||||
end
|
||||
|
||||
-- resorting to defaults
|
||||
do
|
||||
-- get last character, aka z level
|
||||
local level = location:sub(#location, #location)
|
||||
if level == "1" then
|
||||
return Return("LS_Mine")
|
||||
else
|
||||
return Return("LS_Cave")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
------------------------------------
|
||||
-- §3.1. Underground sector names --
|
||||
------------------------------------
|
||||
|
||||
--[[
|
||||
|
||||
Before the game loads this very script it processes another one,
|
||||
'undergroundsectornames.lua', specifically. For this purpose, it basically
|
||||
concatenates the two scripts.
|
||||
|
||||
'undergroundsectornames.lua' shall define a table of strings, which will
|
||||
then be referenced in this script to provide the game with sector names.
|
||||
That specific table shall be called 'sectornames', so make sure to not
|
||||
overwrite that variable by accident.
|
||||
|
||||
]]
|
||||
--[[
|
||||
|
||||
GetSectorName
|
||||
|
||||
Remarks
|
||||
|
||||
Provides the game with underground sector names.
|
||||
This function can be called often (i.e. every frame) since currently the
|
||||
result will not be cached.
|
||||
|
||||
Parameters:
|
||||
|
||||
sectorCoods
|
||||
|
||||
usual coordiantes string, e.g. "A10-1"
|
||||
|
||||
sectorDetails
|
||||
|
||||
table featuring the following items
|
||||
|
||||
- visited (boolean)
|
||||
Indicates if the player has entered the sector at least once.
|
||||
|
||||
- creaturesPresent (boolean)
|
||||
Indicates whether or not there are any monsters alive.
|
||||
|
||||
- detailed (boolean)
|
||||
Indicates whether the game requests a detailed name.
|
||||
|
||||
Return value
|
||||
|
||||
This function shall return the requested sector name as a UTF-8 encoded
|
||||
string.
|
||||
|
||||
]]
|
||||
|
||||
function GetSectorName(sectorCoords, sectorDetails)
|
||||
|
||||
if sectorDetails.visited then
|
||||
local dash = sectorCoords:find("-")
|
||||
local coords = sectorCoords:sub(1, dash-1)
|
||||
|
||||
if sectornames[sectorCoords] ~= nil then
|
||||
return coords .. ": " .. sectornames[sectorCoords]
|
||||
elseif sectornames[sectorCoords:lower()] ~= nil then
|
||||
-- try lowercase version
|
||||
return coords .. ": " .. sectornames[sectorCoords:lower()]
|
||||
else
|
||||
if sectorDetails.creaturesPresent then
|
||||
return coords .. ": " .. sectornames.creatureLair
|
||||
else
|
||||
return sectorCoords
|
||||
end
|
||||
end
|
||||
else
|
||||
-- not visited
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- For convenient access allow indexing the sectorList by location string.
|
||||
mt = {}
|
||||
setmetatable(sectorList, mt)
|
||||
mt.__index = function(table, key)
|
||||
for i = 1, #table do
|
||||
local t = rawget(table, i)
|
||||
if (t.location == key) then
|
||||
return t
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
@@ -1,67 +0,0 @@
|
||||
--[[
|
||||
|
||||
This file (or its localized versions respectively) are included in
|
||||
"initunderground.lua" to provide the underground sector names.
|
||||
|
||||
Make sure to save this file as UTF-8, preferably with BOM signature in
|
||||
order to help editors to not mess up the encoding. Also make sure to not
|
||||
save BOM in any other script unless it explicitly allows that.
|
||||
|
||||
]]
|
||||
|
||||
sectornames = {
|
||||
|
||||
["A10-1"] = "Rebel Hideout",
|
||||
|
||||
["J9-1"] = "Tixa Dungeon",
|
||||
["J9-2"] = "Tixa Dungeon",
|
||||
|
||||
["K4-1"] = "Orta Basement",
|
||||
|
||||
["O3-1"] = "Tunnel",
|
||||
|
||||
["P3-1"] = "Shelter",
|
||||
|
||||
|
||||
["B2-1"] = "Chitzena Mine",
|
||||
|
||||
["D4-1"] = "San Mona Mine",
|
||||
["D5-1"] = "San Mona Mine",
|
||||
|
||||
["D13-1"] = "Drassen Mine",
|
||||
["E13-1"] = "Drassen Mine",
|
||||
["E13-2"] = "Drassen Mine",
|
||||
["F13-2"] = "Drassen Mine",
|
||||
["G13-2"] = "Drassen Mine",
|
||||
["G13-3"] = "Drassen Mine",
|
||||
["F13-3"] = "Drassen Mine",
|
||||
|
||||
["H8-1"] = "Cambria Mine",
|
||||
["H9-1"] = "Cambria Mine",
|
||||
["H9-2"] = "Cambria Mine",
|
||||
["H8-2"] = "Cambria Mine",
|
||||
["H8-3"] = "Cambria Mine",
|
||||
["I8-3"] = "Cambria Mine",
|
||||
["J8-3"] = "Cambria Mine",
|
||||
|
||||
["I14-1"] = "Alma Mine",
|
||||
["J14-1"] = "Alma Mine",
|
||||
["J14-2"] = "Alma Mine",
|
||||
["J13-2"] = "Alma Mine",
|
||||
["J13-3"] = "Alma Mine",
|
||||
["K13-3"] = "Alma Mine",
|
||||
|
||||
["H3-1"] = "Grumm Mine",
|
||||
["I3-1"] = "Grumm Mine",
|
||||
["I3-2"] = "Grumm Mine",
|
||||
["H3-2"] = "Grumm Mine",
|
||||
["H4-2"] = "Grumm Mine",
|
||||
["H4-3"] = "Grumm Mine",
|
||||
["G4-3"] = "Grumm Mine",
|
||||
|
||||
["P1-1"] = "Demoville",
|
||||
["P1-2"] = "Demoville",
|
||||
["P1-3"] = "Demoville",
|
||||
|
||||
creatureLair = "Creature Lair",
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,320 +0,0 @@
|
||||
<!--
|
||||
|
||||
This file defines army compositions in game.
|
||||
|
||||
Fields index:
|
||||
Index - it is simply composition index. Provide valid integer number.
|
||||
See reference on indexes in original game below.
|
||||
|
||||
Priority - it is importance of the composition to the Queen. Most important
|
||||
compositions are getting reinforcements first, than less important.
|
||||
Nobody will get reinforcements, if Queen have no free troops.
|
||||
|
||||
ElitePercentage - it is a chance to be elite for every soldier in squad, i.e. when
|
||||
game create a squad every soldier is rolled a chance to be elite.
|
||||
Provide integer from interval [0..100].
|
||||
|
||||
TroopPercentage - it is like ElitePercentage, but for regular troops.
|
||||
|
||||
AdminPercentage - and this is something different. This value is used to calculate
|
||||
number of admins in squad:
|
||||
NumAdmins = AdminPercentage * StartPopulation / 100
|
||||
|
||||
DesiredPopulation - it is the number of soldiers the Queen want to have in this
|
||||
composition. Provide integer value.
|
||||
|
||||
StartPopulation - it is the number of soldiers at the start of the new campagin.
|
||||
Provide integer value.
|
||||
|
||||
Indexes reference in original JA2:
|
||||
|
||||
Index Short name Desription
|
||||
0 QUEEN_DEFENCE The most important sector, the queen's palace.
|
||||
1 MEDUNA_DEFENCE The town surrounding the queen's palace.
|
||||
2 MEDUNA_SAMSITE A sam site within Meduna (higher priority)
|
||||
3 LEVEL1_DEFENCE The sectors immediately adjacent to Meduna (defence and spawning area)
|
||||
4 LEVEL2_DEFENCE Two sectors away from Meduna (defence and spawning area)
|
||||
5 LEVEL3_DEFENCE Three sectors away from Meduna (defence and spawning area)
|
||||
6 ORTA_DEFENCE The top secret military base containing lots of elites
|
||||
7 EAST_GRUMM_DEFENCE The most-industrial town in Arulco (more mine income)
|
||||
8 WEST_GRUMM_DEFENCE The most-industrial town in Arulco (more mine income)
|
||||
9 GRUMM_MINE
|
||||
10 OMERTA_WELCOME_WAGON Small force that greets the player upon arrival in game.
|
||||
11 BALIME_DEFENCE Rich town, paved roads, close to Meduna (in queen's favor)
|
||||
12 TIXA_PRISON Prison, well defended, but no point in retaking
|
||||
13 TIXA_SAMSITE The central-most sam site (important for queen to keep)
|
||||
14 ALMA_DEFENCE The military town of Meduna. Also very important for queen.
|
||||
15 ALMA_MINE Mine income AND administrators
|
||||
16 CAMBRIA_DEFENCE Medical town, large, central.
|
||||
17 CAMBRIA_MINE
|
||||
18 CHITZENA_DEFENCE Small town, small mine, far away.
|
||||
19 CHITZENA_MINE
|
||||
20 CHITZENA_SAMSITE Sam site near Chitzena.
|
||||
21 DRASSEN_AIRPORT Very far away, a supply depot of little importance.
|
||||
22 DRASSEN_DEFENCE Medium town, normal.
|
||||
23 DRASSEN_MINE
|
||||
24 DRASSEN_SAMSITE Sam site near Drassen (least importance to queen of all samsites)
|
||||
25 ROADBLOCK General outside city roadblocks - enhance chance of ambush?
|
||||
26 SANMONA_SMALL
|
||||
|
||||
|
||||
Army composition soldier count calculation:
|
||||
|
||||
1) game calculate number of admins (NumAdmins = AdminPercentage * StartPopulation / 100)
|
||||
2) for the rest soldiers game makes a loop:
|
||||
2a) soldier check to be elite
|
||||
2b) soldier check to be regular troop
|
||||
2c) if both checks failed, none soldier is added
|
||||
3) step 2 is executed until there are unchecked soldiers left
|
||||
|
||||
|
||||
NOTE: Maximum 60 army compositions can be used in game.
|
||||
|
||||
Changes require starting of a new game.
|
||||
|
||||
-->
|
||||
<COMPOSITION_INFO>
|
||||
<COMPOSITION>
|
||||
<Index>0</Index>
|
||||
<Priority>100</Priority>
|
||||
<ElitePercentage>100</ElitePercentage>
|
||||
<TroopPercentage>0</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>32</DesiredPopulation>
|
||||
<StartPopulation>32</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>1</Index>
|
||||
<Priority>95</Priority>
|
||||
<ElitePercentage>55</ElitePercentage>
|
||||
<TroopPercentage>45</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>16</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>2</Index>
|
||||
<Priority>96</Priority>
|
||||
<ElitePercentage>65</ElitePercentage>
|
||||
<TroopPercentage>35</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>20</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>3</Index>
|
||||
<Priority>40</Priority>
|
||||
<ElitePercentage>20</ElitePercentage>
|
||||
<TroopPercentage>80</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>12</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>4</Index>
|
||||
<Priority>30</Priority>
|
||||
<ElitePercentage>10</ElitePercentage>
|
||||
<TroopPercentage>90</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>5</Index>
|
||||
<Priority>20</Priority>
|
||||
<ElitePercentage>5</ElitePercentage>
|
||||
<TroopPercentage>95</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>8</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>6</Index>
|
||||
<Priority>90</Priority>
|
||||
<ElitePercentage>50</ElitePercentage>
|
||||
<TroopPercentage>50</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>18</DesiredPopulation>
|
||||
<StartPopulation>19</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>7</Index>
|
||||
<Priority>80</Priority>
|
||||
<ElitePercentage>20</ElitePercentage>
|
||||
<TroopPercentage>80</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>15</DesiredPopulation>
|
||||
<StartPopulation>15</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>8</Index>
|
||||
<Priority>70</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>40</AdminPercentage>
|
||||
<DesiredPopulation>15</DesiredPopulation>
|
||||
<StartPopulation>15</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>9</Index>
|
||||
<Priority>85</Priority>
|
||||
<ElitePercentage>25</ElitePercentage>
|
||||
<TroopPercentage>75</TroopPercentage>
|
||||
<AdminPercentage>45</AdminPercentage>
|
||||
<DesiredPopulation>15</DesiredPopulation>
|
||||
<StartPopulation>15</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>10</Index>
|
||||
<Priority>0</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>0</DesiredPopulation>
|
||||
<StartPopulation>3</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>11</Index>
|
||||
<Priority>60</Priority>
|
||||
<ElitePercentage>45</ElitePercentage>
|
||||
<TroopPercentage>55</TroopPercentage>
|
||||
<AdminPercentage>20</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>4</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>12</Index>
|
||||
<Priority>80</Priority>
|
||||
<ElitePercentage>10</ElitePercentage>
|
||||
<TroopPercentage>90</TroopPercentage>
|
||||
<AdminPercentage>15</AdminPercentage>
|
||||
<DesiredPopulation>15</DesiredPopulation>
|
||||
<StartPopulation>15</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>13</Index>
|
||||
<Priority>85</Priority>
|
||||
<ElitePercentage>10</ElitePercentage>
|
||||
<TroopPercentage>90</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>12</DesiredPopulation>
|
||||
<StartPopulation>12</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>14</Index>
|
||||
<Priority>74</Priority>
|
||||
<ElitePercentage>15</ElitePercentage>
|
||||
<TroopPercentage>85</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>11</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>15</Index>
|
||||
<Priority>80</Priority>
|
||||
<ElitePercentage>20</ElitePercentage>
|
||||
<TroopPercentage>80</TroopPercentage>
|
||||
<AdminPercentage>45</AdminPercentage>
|
||||
<DesiredPopulation>15</DesiredPopulation>
|
||||
<StartPopulation>20</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>16</Index>
|
||||
<Priority>50</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>30</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>6</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>17</Index>
|
||||
<Priority>60</Priority>
|
||||
<ElitePercentage>15</ElitePercentage>
|
||||
<TroopPercentage>90</TroopPercentage>
|
||||
<AdminPercentage>40</AdminPercentage>
|
||||
<DesiredPopulation>11</DesiredPopulation>
|
||||
<StartPopulation>6</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>18</Index>
|
||||
<Priority>30</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>75</AdminPercentage>
|
||||
<DesiredPopulation>12</DesiredPopulation>
|
||||
<StartPopulation>10</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>19</Index>
|
||||
<Priority>40</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>75</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>10</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>20</Index>
|
||||
<Priority>75</Priority>
|
||||
<ElitePercentage>10</ElitePercentage>
|
||||
<TroopPercentage>90</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>9</DesiredPopulation>
|
||||
<StartPopulation>9</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>21</Index>
|
||||
<Priority>30</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>85</AdminPercentage>
|
||||
<DesiredPopulation>12</DesiredPopulation>
|
||||
<StartPopulation>10</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>22</Index>
|
||||
<Priority>20</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>80</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>8</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>23</Index>
|
||||
<Priority>35</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>75</AdminPercentage>
|
||||
<DesiredPopulation>11</DesiredPopulation>
|
||||
<StartPopulation>9</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>24</Index>
|
||||
<Priority>50</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>100</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>10</DesiredPopulation>
|
||||
<StartPopulation>10</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>25</Index>
|
||||
<Priority>20</Priority>
|
||||
<ElitePercentage>2</ElitePercentage>
|
||||
<TroopPercentage>98</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>8</DesiredPopulation>
|
||||
<StartPopulation>0</StartPopulation>
|
||||
</COMPOSITION>
|
||||
<COMPOSITION>
|
||||
<Index>26</Index>
|
||||
<Priority>0</Priority>
|
||||
<ElitePercentage>0</ElitePercentage>
|
||||
<TroopPercentage>0</TroopPercentage>
|
||||
<AdminPercentage>0</AdminPercentage>
|
||||
<DesiredPopulation>0</DesiredPopulation>
|
||||
<StartPopulation>0</StartPopulation>
|
||||
</COMPOSITION>
|
||||
</COMPOSITION_INFO>
|
||||
@@ -1,22 +0,0 @@
|
||||
<!--
|
||||
|
||||
This file defines garrisons in game.
|
||||
|
||||
Fields index:
|
||||
Sector - it is where garrison will be sitting. Provide valid sector name.
|
||||
|
||||
Composition - it is composition index of garrison. Composition define quantity
|
||||
and quality of enemy forces. Look into ArmyCompositions.xml for
|
||||
more information.
|
||||
|
||||
NOTE: Maximum 100 garrisons can be used in game.
|
||||
|
||||
Changes require starting of a new game.
|
||||
|
||||
-->
|
||||
<GARRISON_INFO>
|
||||
<GARRISON>
|
||||
<Sector>P1</Sector>
|
||||
<Composition>2</Composition>
|
||||
</GARRISON>
|
||||
</GARRISON_INFO>
|
||||
@@ -1,44 +0,0 @@
|
||||
<!--
|
||||
|
||||
This file defines patrols in game.
|
||||
|
||||
Fields index:
|
||||
Size - base number of soldiers in patrol. Actual number of soldiers is
|
||||
calculated as base number plus/minus 1 and then max/min limits
|
||||
are applied. Max limit is MAX_STRATEGIC_TEAM_SIZE in INI, and
|
||||
min limit is *_MIN_ENEMY_GROUP_SIZE. Provide integer number.
|
||||
|
||||
Priority - Hmmm... Priority is priority. It defines importance of patrol
|
||||
group to Queen. More important - more chances to get reinforcements,
|
||||
more chances to upgrade admins to regular troops. Provide
|
||||
value from interval [0..100].
|
||||
|
||||
Waypoints - this categiory define route of patrolling group. You are given
|
||||
up to 4 (2 is a minimum) sector check-points. At a check-point
|
||||
patrol can change direction of movement. Only horizontal and
|
||||
vertical movement is allowed, diagonal is restricted. In case
|
||||
short routes (e.g. 2 or 3 points) fill unused sectors with 0.
|
||||
And also you cannot use sector A1 in routes. Patrol moves through
|
||||
route like a ball in ping-pong, e.g. ...-1-2-3-4-3-2-1-2-3...
|
||||
Starting point is random.
|
||||
|
||||
Sector1..4 - it is where patrol will be coursing. Provide valid sector name
|
||||
or 0, if this field is unused.
|
||||
|
||||
NOTE: Maximum 50 patrols can be used in game.
|
||||
|
||||
Changes require starting of a new game.
|
||||
|
||||
-->
|
||||
<PATROL_INFO>
|
||||
<PATROL>
|
||||
<Size>8</Size>
|
||||
<Priority>40</Priority>
|
||||
<Waypoints>
|
||||
<Sector1>A1</Sector1>
|
||||
<Sector2>A2</Sector2>
|
||||
<Sector3>0</Sector3>
|
||||
<Sector4>0</Sector4>
|
||||
</Waypoints>
|
||||
</PATROL>
|
||||
</PATROL_INFO>
|
||||
@@ -1,73 +0,0 @@
|
||||
<!--
|
||||
STANDARD UNIFORMS
|
||||
|
||||
Please note that you need all six uniform types defined here,
|
||||
otherwise the game will not load:
|
||||
ENEMY_ADMIN
|
||||
ENEMY_TROOP
|
||||
ENEMY_ELITE
|
||||
MILITIA_ROOKIE
|
||||
MILITIA_REGULAR
|
||||
MILITIA_ELITE
|
||||
|
||||
Also, there's a limited choice of uniform types, and you need
|
||||
to select from this set of choices.
|
||||
(Please note that this is CASE SENSITIVE)
|
||||
|
||||
Possible vests:
|
||||
YELLOWVEST
|
||||
BLACKSHIRT
|
||||
REDVEST
|
||||
GREENVEST
|
||||
JEANVEST
|
||||
BLUEVEST
|
||||
greyVEST :: note capitalization here
|
||||
GYELLOWSHIRT
|
||||
WHITEVEST
|
||||
PURPLESHIRT
|
||||
BLUEVEST
|
||||
BROWNVEST
|
||||
|
||||
Possible pants:
|
||||
GREENPANTS
|
||||
BLACKPANTS
|
||||
BEIGEPANTS
|
||||
TANPANTS
|
||||
JEANPANTS
|
||||
BLUEPANTS
|
||||
|
||||
-->
|
||||
|
||||
<UNIFORMS>
|
||||
|
||||
<ENEMY_ADMIN>
|
||||
<Vest>YELLOWVEST</Vest>
|
||||
<Pants>GREENPANTS</Pants>
|
||||
</ENEMY_ADMIN>
|
||||
|
||||
<ENEMY_TROOP>
|
||||
<Vest>REDVEST</Vest>
|
||||
<Pants>GREENPANTS</Pants>
|
||||
</ENEMY_TROOP>
|
||||
|
||||
<ENEMY_ELITE>
|
||||
<Vest>BLACKSHIRT</Vest>
|
||||
<Pants>BLACKPANTS</Pants>
|
||||
</ENEMY_ELITE>
|
||||
|
||||
<MILITIA_ROOKIE>
|
||||
<Vest>GREENVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_ROOKIE>
|
||||
|
||||
<MILITIA_REGULAR>
|
||||
<Vest>JEANVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_REGULAR>
|
||||
|
||||
<MILITIA_ELITE>
|
||||
<Vest>BLUEVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_ELITE>
|
||||
|
||||
</UNIFORMS>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,254 +0,0 @@
|
||||
<SMALLFACE>
|
||||
<FACE>
|
||||
<uiIndex>0</uiIndex>
|
||||
<Name>Miguel</Name>
|
||||
<FaceIndex>57</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>8</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>1</uiIndex>
|
||||
<Name>Carlos</Name>
|
||||
<FaceIndex>58</FaceIndex>
|
||||
<EyesX>8</EyesX>
|
||||
<EyesY>8</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>2</uiIndex>
|
||||
<Name>Ira</Name>
|
||||
<FaceIndex>59</FaceIndex>
|
||||
<EyesX>10</EyesX>
|
||||
<EyesY>8</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>26</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>3</uiIndex>
|
||||
<Name>Dimitri</Name>
|
||||
<FaceIndex>60</FaceIndex>
|
||||
<EyesX>7</EyesX>
|
||||
<EyesY>8</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>26</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>4</uiIndex>
|
||||
<Name>Devin</Name>
|
||||
<FaceIndex>61</FaceIndex>
|
||||
<EyesX>6</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>5</uiIndex>
|
||||
<Name>Robot</Name>
|
||||
<FaceIndex>62</FaceIndex>
|
||||
<EyesX>0</EyesX>
|
||||
<EyesY>0</EyesY>
|
||||
<MouthX>0</MouthX>
|
||||
<MouthY>0</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>6</uiIndex>
|
||||
<Name>Hamous</Name>
|
||||
<FaceIndex>63</FaceIndex>
|
||||
<EyesX>8</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>7</uiIndex>
|
||||
<Name>Terry</Name>
|
||||
<FaceIndex>64</FaceIndex>
|
||||
<EyesX>8</EyesX>
|
||||
<EyesY>8</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>22</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>8</uiIndex>
|
||||
<Name>RPC65</Name>
|
||||
<FaceIndex>65</FaceIndex>
|
||||
<EyesX>0</EyesX>
|
||||
<EyesY>0</EyesY>
|
||||
<MouthX>0</MouthX>
|
||||
<MouthY>0</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>9</uiIndex>
|
||||
<Name>Dynamo</Name>
|
||||
<FaceIndex>66</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>4</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>22</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>10</uiIndex>
|
||||
<Name>Shank</Name>
|
||||
<FaceIndex>67</FaceIndex>
|
||||
<EyesX>10</EyesX>
|
||||
<EyesY>13</EyesY>
|
||||
<MouthX>11</MouthX>
|
||||
<MouthY>25</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>11</uiIndex>
|
||||
<Name>Iggy</Name>
|
||||
<FaceIndex>68</FaceIndex>
|
||||
<EyesX>4</EyesX>
|
||||
<EyesY>6</EyesY>
|
||||
<MouthX>5</MouthX>
|
||||
<MouthY>22</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>12</uiIndex>
|
||||
<Name>Vince</Name>
|
||||
<FaceIndex>69</FaceIndex>
|
||||
<EyesX>8</EyesX>
|
||||
<EyesY>9</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>25</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>13</uiIndex>
|
||||
<Name>Conrad</Name>
|
||||
<FaceIndex>70</FaceIndex>
|
||||
<EyesX>4</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>5</MouthX>
|
||||
<MouthY>25</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>14</uiIndex>
|
||||
<Name>RPC71</Name>
|
||||
<FaceIndex>71</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>22</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>15</uiIndex>
|
||||
<Name>Maddog</Name>
|
||||
<FaceIndex>72</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>9</MouthX>
|
||||
<MouthY>25</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>16</uiIndex>
|
||||
<Name>Darrel</Name>
|
||||
<FaceIndex>73</FaceIndex>
|
||||
<EyesX>0</EyesX>
|
||||
<EyesY>0</EyesY>
|
||||
<MouthX>0</MouthX>
|
||||
<MouthY>0</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>17</uiIndex>
|
||||
<Name>Perko</Name>
|
||||
<FaceIndex>74</FaceIndex>
|
||||
<EyesX>0</EyesX>
|
||||
<EyesY>0</EyesY>
|
||||
<MouthX>0</MouthX>
|
||||
<MouthY>0</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>18</uiIndex>
|
||||
<Name>Maria</Name>
|
||||
<FaceIndex>88</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>3</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>19</uiIndex>
|
||||
<Name>Joey</Name>
|
||||
<FaceIndex>90</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>3</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>25</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>20</uiIndex>
|
||||
<Name>Skyrider</Name>
|
||||
<FaceIndex>97</FaceIndex>
|
||||
<EyesX>11</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>9</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>21</uiIndex>
|
||||
<Name>Fred</Name>
|
||||
<FaceIndex>106</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>5</EyesY>
|
||||
<MouthX>7</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>22</uiIndex>
|
||||
<Name>John</Name>
|
||||
<FaceIndex>118</FaceIndex>
|
||||
<EyesX>6</EyesX>
|
||||
<EyesY>4</EyesY>
|
||||
<MouthX>6</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>23</uiIndex>
|
||||
<Name>Mary</Name>
|
||||
<FaceIndex>119</FaceIndex>
|
||||
<EyesX>12</EyesX>
|
||||
<EyesY>4</EyesY>
|
||||
<MouthX>10</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>24</uiIndex>
|
||||
<Name>Matt</Name>
|
||||
<FaceIndex>148</FaceIndex>
|
||||
<EyesX>8</EyesX>
|
||||
<EyesY>6</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>25</uiIndex>
|
||||
<Name>Oswald</Name>
|
||||
<FaceIndex>156</FaceIndex>
|
||||
<EyesX>6</EyesX>
|
||||
<EyesY>5</EyesY>
|
||||
<MouthX>6</MouthX>
|
||||
<MouthY>23</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>26</uiIndex>
|
||||
<Name>Calvin </Name>
|
||||
<FaceIndex>157</FaceIndex>
|
||||
<EyesX>13</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>11</MouthX>
|
||||
<MouthY>24</MouthY>
|
||||
</FACE>
|
||||
<FACE>
|
||||
<uiIndex>27</uiIndex>
|
||||
<Name>Carl</Name>
|
||||
<FaceIndex>158</FaceIndex>
|
||||
<EyesX>9</EyesX>
|
||||
<EyesY>7</EyesY>
|
||||
<MouthX>8</MouthX>
|
||||
<MouthY>22</MouthY>
|
||||
</FACE>
|
||||
</SMALLFACE>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,7 @@
|
||||
Do you want to play the Unfinished Business User Campaigns (eg: SOG Vietnam 69, Shady Jobs, ...)
|
||||
with the latest 1.13 features?
|
||||
|
||||
Just download all the campaign from SVN and put them in your JA2 1.13 Installation directory.
|
||||
Just download the campaign you like to play from SVN and put them in your JA2 1.13 Installation directory.
|
||||
https://ja2svn.dyndns.org/source/ja2/branches/Wanne/UB_113_Addons
|
||||
|
||||
Then start the "Set JA2UB v1.13 Campaign.exe", select the UB MOD from and click "Start". Enjoy!
|
||||
Then start the game from the "INI Editor" by selecting the proper VFS-Config-File and the UB-Executable. Then click the "START" button.
|
||||
|
||||
@@ -30,9 +30,6 @@ VFS_CONFIG_INI = vfs_config.JA2113.ini
|
||||
; JA2 1.13 - Vanilla (JA2 Classic)
|
||||
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini
|
||||
|
||||
; JA2 1.13 - JA2 Demo
|
||||
; VFS_CONFIG_INI = vfs_config.JA2113Demo.ini
|
||||
|
||||
; JA2 1.13 - Unfinished Business
|
||||
; VFS_CONFIG_INI = vfs_config.UB.ini
|
||||
|
||||
|
||||
@@ -1,108 +0,0 @@
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
; 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_SHOW_MERC_RANKS = FALSE
|
||||
TOPTION_SHOW_TACTICAL_FACE_GEAR = FALSE
|
||||
TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
|
||||
TOPTION_DISABLE_CURSOR_SWAP = FALSE
|
||||
TOPTION_QUIET_TRAINING = FALSE
|
||||
TOPTION_QUIET_REPAIRING = FALSE
|
||||
TOPTION_QUIET_DOCTORING = FALSE
|
||||
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
|
||||
TOPTION_ZOMBIES = FALSE
|
||||
TOPTION_ENABLE_INVENTORY_POPUPS = 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
|
||||
@@ -1,214 +0,0 @@
|
||||
[JA2 Multiplayer Initial Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The following settings cannot be changed in the HOST screen, so you have to set the values here in this file.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Server Name
|
||||
;
|
||||
; Enter any name here
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SERVER_NAME = My JA2 Server
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Game Data Synchronization Directory
|
||||
;
|
||||
; No need to change this path. This is the default 1.13 multiplayer Game Data folder for hosting synchronization files.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
GAME_DATA_SYNC_DIRECTORY = MULTIPLAYER/Servers/My Server
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Additional Merc starting gears
|
||||
;
|
||||
; Put the item numbers between the brackets [], and each merc you hire will have the items as an additional starting gear.
|
||||
; The maxium number of items is limited to 20.
|
||||
;
|
||||
; 201 = First Aid Kit
|
||||
; 214 = Canteen
|
||||
; 243 = Wire Cutters
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
KIT_BAG = [201,214,243]
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The following settings can be modified in the HOST screen. Do not change anything here until you know what you do.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Server IP
|
||||
;
|
||||
; HOST: Enter "127.0.0.1" for beeing the host (= CLIENT #1)
|
||||
; Send your external IP (via IRC, ICQ, ...) to all of the clients who should connect to your server
|
||||
; See: www.whatismyip.com
|
||||
; CLIENT: You have to enter the external IP of the server
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SERVER_IP = 127.0.0.1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Server Port
|
||||
;
|
||||
; Enter a port here. The port should be > 60000 and should be forwarded if you want to be the HOST.
|
||||
; Send the port number (via IRC, ICQ, ...) to all of the clients who should connect to your server.
|
||||
; See: http://portforward.com
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SERVER_PORT = 60005
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Player Name
|
||||
;
|
||||
; Max: 11 characters
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
PLAYER_NAME = Player Name
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Synchronize Clients Game Directory if the files from the server, which are stored in GAME_DATA_SYNC_DIRECTORY
|
||||
;
|
||||
; 0 = No
|
||||
; 1 = Yes
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SYNC_GAME_DIRECTORY = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Maximum number of players in a multiplayer game
|
||||
;
|
||||
; Range: 2 - 4
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MAX_PLAYERS = 4
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Game Type
|
||||
;
|
||||
; 0 = Deathmatch
|
||||
; 1 = Team-Deathmatch
|
||||
; 2 = Cooperative (CO-OP)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
GAME_TYPE = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Maximum number of mercs a player can have
|
||||
;
|
||||
; Range: 1 - 6
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MAX_MERCS = 6
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Starting time
|
||||
;
|
||||
; 0 = Morning
|
||||
; 1 = Afternoon
|
||||
; 2 = Night
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
STARTING_TIME = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Starting cash
|
||||
;
|
||||
; 0 = Low
|
||||
; 1 = Medium
|
||||
; 2 = High
|
||||
; 3 = Unlimited
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
STARTING_CASH = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Timed Turns
|
||||
;
|
||||
; 0 = Never
|
||||
; 1 = Slow
|
||||
; 2 = Medium
|
||||
; 3 = Fast
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
TIMED_TURNS = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Weapon Damage
|
||||
;
|
||||
; 0 = Very Low
|
||||
; 1 = Low
|
||||
; 2 = Normal
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
WEAPON_DAMAGE = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Starting sector edge
|
||||
;
|
||||
; 0 = Selectable
|
||||
; 1 = Random
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
STARTING_SECTOR_EDGE = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Inventory / Attachments
|
||||
;
|
||||
; 0 = Old / Old
|
||||
; 1 = New / Old
|
||||
; 2 = New / New
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INVENTORY_ATTACHMENTS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Skill Traits
|
||||
;
|
||||
; 0 = Old
|
||||
; 1 = New
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SKILL_TRAITS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Difficulty Level
|
||||
;
|
||||
; 0 = Novice
|
||||
; 1 = Experienced
|
||||
; 2 = Expert
|
||||
; 3 = INSANE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
DIFFICULTY_LEVEL = 2
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Bobby Rays
|
||||
;
|
||||
; 0 = Allow
|
||||
; 1 = Disable
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
BOBBY_RAYS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Hire mercs method
|
||||
;
|
||||
; 0 = Normal
|
||||
; 1 = Random
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
HIRE_MERCS_METHOD = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enforce maximum number of enemies in a CO-OP game
|
||||
;
|
||||
; 0 = No
|
||||
; 1 = Yes
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MAX_ENEMIES_IN_COOP = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Report hired merc name
|
||||
;
|
||||
; 0 = No
|
||||
; 1 = Yes
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
REPORT_HIRED_MERC_NAME = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enable Civilians in CO-OP
|
||||
;
|
||||
; 0 = No
|
||||
; 1 = Yes
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
ENABLE_CIVILIANS_IN_COOP = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Same merc allowed
|
||||
;
|
||||
; 0 = Disable
|
||||
; 1 = Allow
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SAME_MERC_ALLOWED = 1
|
||||
@@ -1,139 +0,0 @@
|
||||
[JA2 Singleplayer Initial Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The following settings are the initial settings in the initial game screen when you start a new game.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Difficulty Level
|
||||
;
|
||||
; 0 = Novice
|
||||
; 1 = Experienced
|
||||
; 2 = Expert
|
||||
; 3 = INSANE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
DIFFICULTY_LEVEL = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Bobby Ray Quality
|
||||
;
|
||||
; 1 = Normal
|
||||
; 2 = Great
|
||||
; 3 = Great
|
||||
; 4 = Excellent
|
||||
; 5 = Excellent
|
||||
; 6 = Excellent
|
||||
; 7 = Excellent
|
||||
; 8 = Excellent
|
||||
; 9 = Excellent
|
||||
; 10 = Awesome
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
BOBBY_RAY_QUALITY = 2
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Bobby Ray Quantity
|
||||
;
|
||||
; 1 = Normal (1x)
|
||||
; 2 = Great (2x)
|
||||
; 3 = Great (3x)
|
||||
; 4 = Excellent (4x)
|
||||
; 5 = Excellent (5x)
|
||||
; 6 = Excellent (6x)
|
||||
; 7 = Excellent (7x)
|
||||
; 8 = Excellent (8x)
|
||||
; 9 = Excellent (9x)
|
||||
; 10 = Awesome (10x)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
BOBBY_RAY_QUANTITY = 2
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Max IMP Characters
|
||||
;
|
||||
; Range: 1 - 6
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MAX_IMP_CHARACTERS = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Progress Speed of Item Choices
|
||||
;
|
||||
; 0 = Very Slow
|
||||
; 1 = Slow
|
||||
; 2 = Normal
|
||||
; 3 = Fast
|
||||
; 4 = Very Fast
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
PROGRESS_SPEED_OF_ITEM_CHOICES = 2
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Skill Traits
|
||||
;
|
||||
; 0 = Old
|
||||
; 1 = New
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SKILL_TRAITS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Inventory / Attachments
|
||||
;
|
||||
; 0 = Old / Old
|
||||
; 1 = New / Old
|
||||
; 2 = New / New
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INVENTORY_ATTACHMENTS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Game Style
|
||||
;
|
||||
; 0 = Realistic
|
||||
; 1 = Sci Fi
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
GAME_STYLE = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemies Drop All Items
|
||||
;
|
||||
; 0 = Off
|
||||
; 1 = On
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
ENEMIES_DROP_ALL_ITEMS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Extra Difficulty
|
||||
;
|
||||
; 0 = Save Anytime
|
||||
; 1 = Ironman (cannot save in combat)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
EXTRA_DIFFICULTY = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Available Arsenal
|
||||
;
|
||||
; 0 = Reduced
|
||||
; 1 = Tons of Guns
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
AVAILABLE_ARSENAL = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Number of Terrorists
|
||||
;
|
||||
; 0 = Random
|
||||
; 1 = All
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
NUMBER_OF_TERRORISTS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Secret Weapon Caches
|
||||
;
|
||||
; 0 = Random
|
||||
; 1 = All
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SECRET_WEAPON_CACHES = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Maximum Squad Size
|
||||
;
|
||||
; 6 = Available in 640x480, 800x600 and 1024x768 screen resolution
|
||||
; 8 = Available in 800x600 and 1024x768 screen resolution
|
||||
; 10 = Available in 1024x768 screen resolution
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
SQUAD_SIZE = 6
|
||||
@@ -1,200 +0,0 @@
|
||||
[vfs_config]
|
||||
PROFILES = SlfLibs, Vanilla, v113, JA2Demo, UserProf
|
||||
|
||||
[PROFILE_SlfLibs]
|
||||
NAME = SLF Libs
|
||||
LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, German, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Russian, Sounds, Speech, Tilesets
|
||||
PROFILE_ROOT =
|
||||
|
||||
[PROFILE_Vanilla]
|
||||
NAME = Vanilla Dirs
|
||||
LOCATIONS = data_dir
|
||||
PROFILE_ROOT =
|
||||
|
||||
[PROFILE_v113]
|
||||
NAME = v1.13
|
||||
LOCATIONS = datav113_dir
|
||||
PROFILE_ROOT =
|
||||
|
||||
[PROFILE_JA2Demo]
|
||||
NAME = JA2 Demo
|
||||
LOCATIONS = dataJA2Demo_dir
|
||||
PROFILE_ROOT =
|
||||
|
||||
[PROFILE_UserProf]
|
||||
NAME = Player Profile
|
||||
LOCATIONS = uprof_root
|
||||
PROFILE_ROOT = Profiles\UserProfile_JA2113Demo
|
||||
WRITE = true
|
||||
|
||||
#############################################################
|
||||
## DATA PATHs ##
|
||||
#############################################################
|
||||
[LOC_data_dir]
|
||||
TYPE = DIRECTORY
|
||||
PATH = Data
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_datav113_dir]
|
||||
TYPE = DIRECTORY
|
||||
PATH = Data-1.13
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_dataJA2Demo_dir]
|
||||
TYPE = DIRECTORY
|
||||
PATH = Data-JA2Demo
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_uprof_root]
|
||||
TYPE = DIRECTORY
|
||||
PATH =
|
||||
MOUNT_POINT =
|
||||
#############################################################
|
||||
## LIBRARIEs ##
|
||||
#############################################################
|
||||
[LOC_Ambient]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Ambient.slf
|
||||
VFS_PATH = Ambient.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Anims]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Anims.slf
|
||||
VFS_PATH = Anims.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_BattleSNDS]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/BattleSNDS.slf
|
||||
VFS_PATH = BattleSNDS.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_BigItems]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/BigItems.slf
|
||||
VFS_PATH = BigItems.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Binarydata]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Binarydata.slf
|
||||
VFS_PATH = Binarydata.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Cursors]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Cursors.slf
|
||||
VFS_PATH = Cursors.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Data]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Data.slf
|
||||
VFS_PATH = Data.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Faces]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Faces.slf
|
||||
VFS_PATH = Faces.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Fonts]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Fonts.slf
|
||||
VFS_PATH = Fonts.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_German]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/German.slf
|
||||
VFS_PATH = German.slf
|
||||
MOUNT_POINT =
|
||||
OPTIONAL = True
|
||||
|
||||
[LOC_Interface]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Interface.slf
|
||||
VFS_PATH = Interface.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Intro]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Intro.slf
|
||||
VFS_PATH = Intro.slf
|
||||
MOUNT_POINT =
|
||||
OPTIONAL = True
|
||||
|
||||
[LOC_Laptop]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Laptop.slf
|
||||
VFS_PATH = Laptop.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Loadscreens]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Loadscreens.slf
|
||||
VFS_PATH = Loadscreens.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Maps]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Maps.slf
|
||||
VFS_PATH = Maps.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Mercedt]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Mercedt.slf
|
||||
VFS_PATH = Mercedt.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Music]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Music.slf
|
||||
VFS_PATH = Music.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Npc_speech]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Npc_speech.slf
|
||||
VFS_PATH = Npc_speech.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Npcdata]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Npcdata.slf
|
||||
VFS_PATH = Npcdata.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Radarmaps]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Radarmaps.slf
|
||||
VFS_PATH = Radarmaps.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Russian]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Russian.slf
|
||||
VFS_PATH = Russian.slf
|
||||
MOUNT_POINT =
|
||||
OPTIONAL = True
|
||||
|
||||
[LOC_Sounds]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Sounds.slf
|
||||
VFS_PATH = Sounds.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Speech]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Speech.slf
|
||||
VFS_PATH = Speech.slf
|
||||
MOUNT_POINT =
|
||||
|
||||
[LOC_Tilesets]
|
||||
TYPE = LIBRARY
|
||||
PATH = Data/Tilesets.slf
|
||||
VFS_PATH = Tilesets.slf
|
||||
MOUNT_POINT =
|
||||
Reference in New Issue
Block a user