diff --git a/gamedir/Data-JA2Demo/Ja2_Options.INI b/gamedir/Data-JA2Demo/Ja2_Options.INI deleted file mode 100644 index ed3e6717b..000000000 --- a/gamedir/Data-JA2Demo/Ja2_Options.INI +++ /dev/null @@ -1,2935 +0,0 @@ - -;****************************************************************************************************************************** -; Jagged Alliance 2 v1.13 -;****************************************************************************************************************************** - -; This file controls various settings which have been added to the game by the 1.13 mod. -; -; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate -; features unique to 1.13. -; -; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change -; something unless you know what you're doing, or are willing to experiment. -; -; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, -; and contains more detailed descriptions of each setting and its effect. -; -; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning -; when the game is started, but at worst a default value will be used instead of the wrong one. -; If any lines are removed from this file, the game will always use a default value. -; -; Adding new settings requires changing the game's code. -; -; -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; -; General Guidelines: -; -; PRICE_MODIFIER = 1-100 (Lower is better) -; -; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT -; -; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range -; -; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) -; -; MAX_STRATEGIC_TEAM_SIZE >= 20 -; -; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 -; -; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE -; -; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE -; -; _ELITE_BONUS = 1-100 (percentages) -; -;------------------------------------------------------------------------------------------------------------------------------ - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### -; # # ## # # # # # # # # # # # # ## # # # -; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # -; #### #### # # #### # # # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[System Limit Settings] - -;****************************************************************************************************************************** -; These settings control some program limits. -; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This is the max number of mercs and vehicles you can recruit. -; -; PLEASE NOTE: -; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! -; To load any "broken" savegames, simply revert to your original settings. -;------------------------------------------------------------------------------------------------------------------------------ - -; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 24 -; Player vehicles, valid values 2 through 6, default is 2 -MAX_NUMBER_PLAYER_VEHICLES = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 -MAX_NUMBER_ENEMIES_IN_TACTICAL = 32 -; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 -MAX_NUMBER_CREATURES_IN_TACTICAL = 32 -; Rebels (i.e., militia), valid values 16 through 64, default is 32 -MAX_NUMBER_MILITIA_IN_TACTICAL = 32 -; Civilians, valid values 16 through 40, default is 32 -MAX_NUMBER_CIVS_IN_TACTICAL = 32 - -;------------------------------------------------------------------------------------------------------------------------------ -; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 -; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. -; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together -; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 - - -;------------------------------------------------------------------------------------------------------------------------------ -; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon -; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE -; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than -; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. -; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE -; regardless of attachments. Values 0-32000, default is 9 -; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ITEM_SIZE = 34 -MAX_WEAPON_SIZE = 9 -OLD_INVENTORY_ITEM_NUMBER = 99 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Data File Settings] - -;****************************************************************************************************************************** -; These settings tell the game where it should get the data it needs for a few SPECIFIC features. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Difficulty-based PROF.DAT -; -; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". -; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty -; level of your current game. This allows using different character profiles depending on difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DIFFICULTY_BASED_PROF_DAT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; PROFEX (profile externalization) -; -; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are -; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. -; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. -; If FALSE, reads profile data from PROF.DAT. -READ_PROFILE_DATA_FROM_XML = TRUE - -; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. -; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML -; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. -WRITE_PROFILE_DATA_TO_XML = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; 0 = Use default drop item system for enemies / militia. -; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, -; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). -; -; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file -; Must be TRUE if NUM_P_ITEMS (below) is > 3 -; If an xml file doesn't exist, setting the value to true will create one. -; Issues have been reported using big maps with this value set to TRUE -; Valid values = TRUE or FALSE, Default = FALSE -;------------------------------------------------------------------------------------------------------------------------------ - -USE_XML_TILESETS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the number of PItem graphics files used by the game -; Requires using modified xml version of ja2set.dat for values > 3 -; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files -; Do not change this unless you are modding the game, or it will probably break everything! -; Issues have been reported using big maps with values > 3 -; Valid value range = 3-20, default = 3 -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_P_ITEMS = 3 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Recruitment Settings] - -;****************************************************************************************************************************** -; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_MALE_CHARACTER_COUNT = 4 -IMP_FEMALE_CHARACTER_COUNT = 3 - -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 -IMP_MALE_4 = 169 - -; The following are empty in standard JA2 1.13 but do not have full voice sets. -;IMP_MALE_5 = 65 -;IMP_MALE_6 = 71 -;IMP_MALE_7 = 163 -;IMP_MALE_8 = 164 - -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with the I.M.P "personalized" merc generation. -;------------------------------------------------------------------------------------------------------------------------------ - -; The financial cost of the created IMP character. -IMP_PROFILE_COST = 3000 - -; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated -; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) -DYNAMIC_IMP_PROFILE_COST = FALSE - -; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character -; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by -; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. -IMP_INITIAL_POINTS = 500 - -; How low any attribute can go before it drops straight to 0. -IMP_MIN_ATTRIBUTE = 35 - -; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. -IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 - -; How high any attribute can be increased. -IMP_MAX_ATTRIBUTE = 85 - -; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). -IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 - -; You get this many points for selecting a disability for your IMP. -IMP_BONUS_POINTS_FOR_DISABILITY = 25 - -; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. -IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35 - -; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. -; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. -EXPERTS_GET_DIFFERENT_CHOICES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with M.E.R.C recruitment settings -;------------------------------------------------------------------------------------------------------------------------------ - -;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. -MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE - -;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. -MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). -; You can set how many mercs can die this way (in total) at each difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -;Mercs can be on assignment? -; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign -; 1 = all mercs available at the start of the game, during the campaign they will go on assignment -; 2 = all mercs at your disposal. nobody goes on any other assignment than yours -MERCS_CAN_BE_ON_ASSIGNMENT = 1 - -;Can AIM/MERC mercs die while away on other assignments? -MERCS_CAN_DIE_ON_ASSIGNMENT = FALSE - -;How many mercs can die at each difficulty level? -MAX_MERC_DEATHS_EASY = 0 -MAX_MERC_DEATHS_EXPERIENCED = 0 -MAX_MERC_DEATHS_EXPERT = 0 -MAX_MERC_DEATHS_INSANE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can -; only be recruited for a limited amount of time. -;------------------------------------------------------------------------------------------------------------------------------ - -SLAY_STAYS_FOREVER = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. -; Valid values are from 1 to 3 where: -; 1 = immediately after liberating Omerta -; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" -; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta -; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta -; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel -;------------------------------------------------------------------------------------------------------------------------------ - -EARLY_REBELS_RECRUITMENT = 3 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Financial Settings] - -;****************************************************************************************************************************** -; Use these settings to change the financial difficulty of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These are the Starting cash values for the various difficulties. -; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) -; You can also set negative values here. -;------------------------------------------------------------------------------------------------------------------------------ - -STARTING_CASH_NOVICE = 500000 -STARTING_CASH_EXPERIENCED = 500000 -STARTING_CASH_EXPERT = 500000 -STARTING_CASH_INSANE = 505000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases or decreases (by percentage) the amount of cash that mines generate every day. -; -; 100% = normal JA2 profits. -; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. -; This value goes all the way up to 65535%, but that's not recommended. -;------------------------------------------------------------------------------------------------------------------------------ - -MINE_INCOME_PERCENTAGE = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases the percentage that the merc salaries rise when they go one experience level up -; (hardcoded salary maximum 30k per day or 500k per one or two weeks) -; 0 = no raise -; 25 = default setting -; 100 = double salary every level up -;------------------------------------------------------------------------------------------------------------------------------ - -MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the ability to sell unneeded equipment to the locals. -; -; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. -; FALSE Turns off the option. -; -; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. -; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. -; Valid ranges for PRICE_MODIFIER are -1-100. -; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a -; larger modifier. -; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later -; in the game. -;------------------------------------------------------------------------------------------------------------------------------ - -SELL_ITEMS_WITH_ALT_LMB = TRUE -SELL_ITEMS_PRICE_MODIFIER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Various costs of training Militia. -;------------------------------------------------------------------------------------------------------------------------------ - -; Basic cost of training Militia (Green / Rookie) -MILITIA_BASE_TRAINING_COST = 750 - -; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). -MILITIA_COST_MULTIPLIER_REGULAR = 1 - -; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). -; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. -MILITIA_COST_MULTIPLIER_ELITE = 2 - -; Multiplier for the price of training Mobile Militia. -MILITIA_COST_MULTIPLIER_MOBILE = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; Daily prices for maintaining one militiaman of each type. -; -; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia -; will leave your service. -; -; Only militia who have been in your service for 24 hours are paid! -;------------------------------------------------------------------------------------------------------------------------------ - -DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 -DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 -DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 -DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 -DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 -DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the cost of helicopter movement PER SECTOR. -;------------------------------------------------------------------------------------------------------------------------------ - -;Cost for moving through sectors that are free of enemy SAM Site control. -HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 - -;Cost for moving through sectors that are being controlled by an enemy SAM Site. -HELICOPTER_BASE_COST_PER_RED_TILE = 1000 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Troubleshooting Settings] - -;****************************************************************************************************************************** -; Use these settings to possibly prevent lock-ups and crashes. -; This section also contains some error-reporting settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Time in seconds for DeadLock delay, default 30. -; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). -; Do not set this too low, or it may cause enemies to become useless! -;------------------------------------------------------------------------------------------------------------------------------ - -DEAD_LOCK_DELAY = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically save the game every N GAME-hours. 0 = disable. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_EVERY_N_HOURS = 12 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Graphics Settings] - -;****************************************************************************************************************************** -; Change basic video/graphics settings. -; These settings do not affect gameplay at all, only the visual aspect of the game. -;****************************************************************************************************************************** - -; If disabled the game will run faster. -VERTICAL_SYNC = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls animation speed for faster movements in battle -; 1.0 = normal -; 0 = max speed -; Range: 0-1.0 (fractions are allowed) -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_TURN_SPEED_UP_FACTOR = 1.0 -ENEMY_TURN_SPEED_UP_FACTOR = 1.0 -CREATURE_TURN_SPEED_UP_FACTOR = 1.0 -MILITIA_TURN_SPEED_UP_FACTOR = 1.0 -CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game use the externalized sector loadscreens? -; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. -; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_LOADSCREENS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -;New Starting Gear Interface -;This will enable the 21 item view in the AIM page and the possibility to select gearkits -;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) -;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_STARTING_GEAR_INTERFACE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the queen's army avoid recruiting Female soldiers? -; If set to TRUE, female enemies will only occur as Elites in the army. -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; New thin progress bar in tactical interface for turns is drawn instead of the default one. -;------------------------------------------------------------------------------------------------------------------------------ -SMALL_SIZE_PB = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Sound Settings] - -;****************************************************************************************************************************** -; Change the volume and behavior of sounds in JA2 1.13. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change to increase volume for weapon sounds -; Range: 0-100% -; 0 = no change -; 100 = max volume -;------------------------------------------------------------------------------------------------------------------------------ - -WEAPON_SOUND_EFFECTS_VOLUME = 0 - - - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # ## # # # -; # #### # # # # #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # -; # # # #### # ### #### # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in the TACTICAL screen. -; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of -; combat (when all enemies are dead). -; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. -;------------------------------------------------------------------------------------------------------------------------------ - -REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This section controls the behavior of the "SHIFT + F" hotkey. -; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. -;------------------------------------------------------------------------------------------------------------------------------ - -; Set this to false to keep weapons loaded. -; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. -SHIFT_F_UNLOAD_WEAPONS = TRUE - -; Set this to false to keep item attachments. -; Unseparable attachments will not be removed. -SHIFT_F_REMOVE_ATTACHMENTS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". -; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses -; he's got during the day. -; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -SMART_GOGGLE_SWAP = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. -; When FALSE, these hotkeys will only swap goggles for the currently selected squad. -;------------------------------------------------------------------------------------------------------------------------------ - -GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. -; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking -; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting -; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. -; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. -;------------------------------------------------------------------------------------------------------------------------------ - -MINES_SPOTTED_NO_TALK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ITEMS_SPOTTED_NO_TALK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. -; This setting does not affect leaving sectors on map edges -;------------------------------------------------------------------------------------------------------------------------------ - -GRID_EXIT_IN_TURNBASED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. -; If set to "FALSE", the mercs will not stand up after the battle. -;------------------------------------------------------------------------------------------------------------------------------ - -STAND_UP_AFTER_BATTLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable the ability to give commands to Militia during TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TACTICAL_MILITIA_COMMAND = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use the Enhanced Description Box instead of the old one? -; 0 = Both Strategic and Tactical -; 1 = Strategic only -; 2 = Tactical only -; Use the in-game Options Menu to turn the E.D.B on and off. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_ENHANCED_DESCRIPTION_BOX = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Toggles new targeting cursors for Burst and Autofire. -; 0 = No new targeting cursors. -; 1 = New Burst and Autofire targeting cursors -; 2 = New Burst targeting cursor only -; 3 = New Autofire targeting cursor only -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on -; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our -; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained -; character will see the exact results. -;------------------------------------------------------------------------------------------------------------------------------ - -INACCURATE_CTH_READOUT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's -; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets -; left is completely hidden. -; Increasing this value will make it harder to give an accurate bullet count during battle. -; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is -; displayed as normal. -;------------------------------------------------------------------------------------------------------------------------------ - -HIDE_BULLET_COUNT_INTENSITY = 75 - -;------------------------------------------------------------------------------------------------------------------------------ -; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. -; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_MESSAGES_IN_TACTICAL = 36 - -;------------------------------------------------------------------------------------------------------------------------------ -; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). -; 0 = Data\Interface\PORTRAITICONS_A.STI -; 1 = Data\Interface\PORTRAITICONS_B.STI -; 2 = Data\Interface\PORTRAITICONS_C.STI -; 3 = Data\Interface\PORTRAITICONS_D.STI -;------------------------------------------------------------------------------------------------------------------------------ - -TACTICAL_FACE_ICON_STYLE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you see camouflaged portraits of your merc if they were any camo. -; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_CAMOUFLAGE_FACES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you do not see the health text when hovering the mouse over an enemy / creature. -;------------------------------------------------------------------------------------------------------------------------------ - -HIDE_ENEMY_HEALTH_TEXT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; How should the game display the enemy hit counter? -; 0 = Show damage inflicted as used to -; 1 = Show "?" as indicator if you scored a hit -; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_HIT_COUNT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 10000 -; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it -; takes 3-4 hits to take all the breath away. -;------------------------------------------------------------------------------------------------------------------------------ - -STAMINA_HIT = 6900 - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, -; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes -; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button -; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EXT_MOUSE_KEYS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Alternative aiming-levels for targets. -;------------------------------------------------------------------------------------------------------------------------------ - -ALT_AIMING_ENABLED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; The merc can now perform aimed burst fire and aimed auto fire. -; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply -; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. -; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_AIMED_BURST = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. -; 2 is an optimal recommended value. -;------------------------------------------------------------------------------------------------------------------------------ - -AIMING_BURST_PENALTY = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: TRUE -; Disable visibility of enemy, if they see militia but don't see our mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to -; make it lower for silencer and to make it higher for suppressor. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WEAR_SUPPRESSOR = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Unnamed civils don't make much actions when you fire. For faster civils turns. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_LAZY_CIVILIANS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 100 -; Chance to say annoying phrase. -; 1. when merc see item. -; 2. when battle turns to real time -; 3. when merc see enemy -; 4. approve action -;------------------------------------------------------------------------------------------------------------------------------ - -CHANCE_SAY_ANNOYING_PHRASE = 40 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) -; he turn on RED ALERT alarm. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AI_TACTICAL = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 3 -; Penalty (in %) on tile when you shot in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_PENALTY = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; Modifer of damage when hit in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_DIVISOR = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 0 -; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOOT_UNSEEN_PENALTY = 100 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Difficulty Settings] - -;****************************************************************************************************************************** -; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels. -; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_AP_BONUS_NOVICE = 0 -ENEMY_AP_BONUS_EXPERIENCED = 0 -ENEMY_AP_BONUS_EXPERT = 0 -ENEMY_AP_BONUS_INSANE = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus for the player's mercs -; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. -; Do not set this higher than 50. -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_AP_BONUS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy CtH bonus -; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. -; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the -; current shot, he has 60% instead). -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual increase -ADMIN_CTH_BONUS_PERCENT = 0 -REGULAR_CTH_BONUS_PERCENT = 0 -ELITE_CTH_BONUS_PERCENT = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy damage resistance bonus -; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and -; punches will be reduced by as many percent as you set here. -; The setting also reduce the breath (aka energy) damage inflicted. -; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual reduction -ADMIN_DAMAGE_RESISTANCE = 0 -REGULAR_DAMAGE_RESISTANCE = 0 -ELITE_DAMAGE_RESISTANCE = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; These options determine if the game skill traits should be also available to enemies or militia -; -; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy -; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). -; The actual chance the enemies/militia will gain a skill trait is based on: -; 1) Type of soldier (admin/regular/elite) -; 2) Current game progress -; 3) Special equipment (for certain traits only) -; 4) ASSIGNED_SKILL_TRAITS_RARITY setting -; 5) Random factor -; -; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they -; will be more efficient with their weapons -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE -ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. -; You can enter values from -100 to 100. -; Negative values represent lesser chance of assigning traits to non-merc soldiers. -; Possitive values represent bigger chance for traits to appear. -; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGNED_SKILL_TRAITS_RARITY = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting determines whether militia can drop their equipment when they die, like enemies do. -; -; 0 = JA2 Default. Militia can't drop any equipment. -; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) -; 2 = Militia can drop their equipment regardless of who killed them. -; -; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When -; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly -; (or none at all). -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_DROP_EQUIPMENT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the -; number of "sub-points" you need to acquire to gain a new level. -; -; JA2 defaults are: -; Skills: 25 Sub-Points to advance -; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. -; Attribs: 50 Sub-Points to advance -; Includes Health, Strength, Wisdom, Dexterity, and Agility. -; ExpLevel: 350 Sub-Points (times the current experience level) to advance. -; -; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. -; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! -; -; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear -; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new -; campaign, or suffer(??) the consequences!! -;------------------------------------------------------------------------------------------------------------------------------ - -; Attributes -HEALTH_SUBPOINTS_TO_IMPROVE = 50 -STRENGTH_SUBPOINTS_TO_IMPROVE = 50 -WISDOM_SUBPOINTS_TO_IMPROVE = 50 -DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 -AGILITY_SUBPOINTS_TO_IMPROVE = 50 -; Skills -MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 -MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 -EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 -MEDICAL_SUBPOINTS_TO_IMPROVE = 25 -LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 -; Experience -LEVEL_SUBPOINTS_TO_IMPROVE = 350 - -;------------------------------------------------------------------------------------------------------------------------------ -; Real Time Sneaking Setting -; -; While observing enemies in real time, the player may enter turn-based at will. -; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, -; inactive if RT sneaking is disabled. -; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. -; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - -; turn-based will continue until the player no longer sees any enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, disables some potentially annoying messages during real-time sneaking mode -QUIET_REAL_TIME_SNEAK = FALSE - -; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. -NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. -; -; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. -; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 1 = Both options on. -; -; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. -; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no -; one else will accidentally step on that mine. -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Civilian/Militia hostility settings. -; -; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the -; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". -;------------------------------------------------------------------------------------------------------------------------------ - -; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. -; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. -CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE - -; 0 = Militia will never become hostile to you, no matter what you do to them. -; 1 = Militia will only become hostile to you if you kill one of them. -; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. -CAN_MILITIA_BECOME_HOSTILE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Mercs strength during autoresolve. -; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more -; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit -; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player -; would be much more capable of surviving and killing. -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 -MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy Ambushes -; This setting allows a chance an enemy group ambush player's squad. -; The chance is based on many factors: -; * Game difficulty. -; * Whether you know if the enemy is there or not. -; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). -; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs -; mean higher chance). -; * Highest level amongst the mercs in your squad. -; * Some other small circumstances. -; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER - -; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. -; If you like to play vanilla JA2 style, set this to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE - -; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) -; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) -ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; With this option, you can make the special NPCs in game tougher. -; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. -; The value gives them following bonuses: -; 1) APs bonus (+ value/4 APs) -; 2) CtH bonus (actual CtH = (CtH * value/100)) -; 3) Damage resistance (+ value/2 %) -; 4) Breath(energy) damage resistance (+ value %) -; 5) They are worth more experiences for mercs if killed -; -; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they -; are special. -; The setting can be from 0 to 200. (+-100 is recommended for good effect.) -;------------------------------------------------------------------------------------------------------------------------------ - -SPECIAL_NPCS_STRONGER = 75 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Vision Settings] - -;****************************************************************************************************************************** -; These settings change the sight distance of all characters in the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Base sight range for every person in the game. This value is automatically multiplied by 2! -; JA2 Default is 13. -; Range: 0-255 -;------------------------------------------------------------------------------------------------------------------------------ - -BASE_SIGHT_RANGE = 13 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. -; Some scopes and headgear may make vision even narrower. -; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TUNNEL_VISION = TRUE - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Tooltip Settings] - -;****************************************************************************************************************************** -; In this section you can set details about enemy tooltips. -; Tooltips can be enabled/disabled in the Option Screen. -; To display the tooltip move the mouse over the enemy and press ALT. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum amount of information that soldier tooltips will display -; 1 = Limited - are they wearing any armor (but not where), general type of weapon -; (but no mention of attachments), do they have a gas mask or NVG. -; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon -; and visible weapon attachments, do they have a gas mask or NVG. -; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. -; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. -;------------------------------------------------------------------------------------------------------------------------------ - -SOLDIER_TOOLTIP_DETAIL_LEVEL = 2 - -; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, -; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. -DYNAMIC_SOLDIER_TOOLTIPS = TRUE - -; Enable/disable individual lines of information within the tooltip -; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line -; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines - -; Location, Distance -SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE -SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE -SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE -; Behavior, Condition -SOLDIER_TOOLTIP_DISPLAY_ID = TRUE -SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE -SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE -SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE -SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE -; Armor, Headgear -SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE -SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE -SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE -; Weapons -SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE -SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE -; Inventory -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; ULTRA DYNAMIC TOOLTIPS -;------------------------------------------------------------------------------------------------------------------------------ - -; Override the distance at which tooltips can be seen? -ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE - -; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) -DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 - -; Change the amount of details received in the tooltip, based on your range to that enemy? -ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Gameplay Settings] - -;****************************************************************************************************************************** -; These settings change the rules of the game in TACTICAL mode. -; They affect all characters (friend and foe) equally! -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow walking and sidesteps with raised weapons? -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Weapon resting features -;------------------------------------------------------------------------------------------------------------------------------ - -; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? -; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. -WEAPON_RESTING = TRUE - -; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still -; unfamiliar with the feature) -WEAPON_RESTING_DISPLAY = TRUE - -; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. -; Value Range: 0 - 100. -WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; scope modes -;------------------------------------------------------------------------------------------------------------------------------ - -; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) -USE_SCOPE_MODES = FALSE - -; Allow display of scope modes on weapon -DISPLAY_SCOPE_MODES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the grid number for the initial merc arrival location. -; The JA2 default grid number is 4870 (Sector A9 Omerta). -;------------------------------------------------------------------------------------------------------------------------------ - -INITIAL_MERC_ARRIVAL_LOCATION = 31432 - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. -; -; Maximum and minimum values go from 0 to 100. -; The "DIVISOR" only works when the minimum is set to 0. -; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random -; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor -; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. -; -; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. -; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every -; 100. -; With Divisor 2, we get a 1/200 ratio. -; With Divisor 10, we get a 1/1000 ratio. And so on. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_POSSIBLE_CTH = 99 -MINIMUM_POSSIBLE_CTH = 0 -MINIMUM_CTH_DIVISOR = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; The next three settings control realistic tracer fire. -; -; REALISTIC_TRACERS: Toggle Realistic Tracers. -; 0 = off (regular tracers). -; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. -; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction -; -; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. -; 0 = no tracers. -; 1 = every bullet is a tracer. -; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. -; -; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire -; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but -; seriously, keep it around 20, willya? -; -; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. -; -;------------------------------------------------------------------------------------------------------------------------------ - -REALISTIC_TRACERS = 2 -NUM_BULLETS_PER_TRACER = 5 -CTH_BUMP_PER_TRACER = 20 -MIN_RANGE_FOR_TRACER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to -; the target. The further you are away from the target, the lower that cap will be. -; Increase this value to increase the importance of range in this calculation. -; -; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. -;------------------------------------------------------------------------------------------------------------------------------ - -RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) -; -; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. -; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). -;------------------------------------------------------------------------------------------------------------------------------ - -INCREASE_AIMING_COSTS = FALSE - -; Divisor of the gun's "READY" cost that is added to the the first aiming level. -; 0 = No extra cost. -FIRST_AIM_READY_COST_DIVISOR = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value -; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla -; style) -; -; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As -; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result -; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system -; which results in a flat -2CTH against only the first rounds penalty -; -; Valid range: 0 - 10 -;------------------------------------------------------------------------------------------------------------------------------ -AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic setting to allow more than 4 aiming clicks for any gun -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_EXTRA_AIM_LEVELS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. -; -; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, -; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach -; 8 aiming levels. -; -; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). -; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AIMING_LIMITS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to "TRUE", the AIM Levels you can spend depends on the distance. -; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). -; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). -; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: -; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE -; Reasonable values include 10 and BASE_SIGHT_RANGE (13). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_COMPATIBILITY_OPTION = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These values determine to what group a scope belongs to. -; Scopes are separated in groups by the aimbonus they give per click. -; -; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. -; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. -; Anything lower than a medium scope will get a maximum of 5 aimclicks. -; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. -; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. -; You don't need to change this unless you change the aiming bonus that scopes give. -;------------------------------------------------------------------------------------------------------------------------------ - -; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) -VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 - -; From what aiming bonus a scope is considered high power (Battle Scope 7x) -HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 - -; From what aiming bonus a scope is considered medium power (ACOG 4x) -MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 - -;------------------------------------------------------------------------------------------------------------------------------ -; These control the AIs willingness to assign a soldier as a Sniper -; -; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. -; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using -; a sniper rifle. -; -; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". -; -; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -; -; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SNIPER_RESTRICT_TO_ELITE = TRUE -AI_SNIPER_MIN_RANGE = 40 -AI_SNIPER_CHANCE = 30 -AI_SNIPER_CHANCE_WITH_SR = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Firing at moving targets. -; -; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number -; of tiles this target has moved since the beginning of their current turn. -; Use these settings to change the severity of this effect. -;------------------------------------------------------------------------------------------------------------------------------ - -; How much CTH is lost when firing at a target, for each tile the target has moved so far? -CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 - -; How much CTH can be lost in total due to the movement of your target? -MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Add extra effects to critical hits. -; -; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause -; attribute loss. -; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. -;------------------------------------------------------------------------------------------------------------------------------ - -; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness -; is also proportional to damage. -; 0 = Disabled. -; 100 = Always. -CHANCE_BLINDED_BY_HEADSHOT = 25 - -; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. -CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can jump through open windows by pressing Shift + j. -; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and -; there has to be a free tile next to the window (the landing tile). -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_JUMP_THROUGH_WINDOWS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_CLIMB_ON_WALLS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. -; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_NAMES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'. -; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_RANK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_CIVILIAN_NAMES = TRUE - - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use -; the rag to completely erase the camo. -; This is important for Camouflaged/Ranger traits. -;------------------------------------------------------------------------------------------------------------------------------ - -CAMO_REMOVING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enhanced Close Combat System -; -; This option generally improves many things around the game's close combat system, like: -; -; * HtH hit to head deal more damage but has lesser chance to hit. -; * HtH hit to legs do half damage but has much better chance to hit. -; * HtH damage on lying enemies increased. -; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. -; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists -; perform their spinning kick then. -; * Attributes used for HtH attacks or stealing slightly tweaked. -; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) -; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now -; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to -; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a -; message occures that you haven't taken all you wanted. -; * Several minor tweaks included. -;------------------------------------------------------------------------------------------------------------------------------ - -ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of -; experience points. This amount is counted as times . Setting this to zero -; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. -; -; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice -; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, -; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort -; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) -;------------------------------------------------------------------------------------------------------------------------------ - -AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings -; True = enabled, they always have all three items -; False = disabled, classic behaviour -;------------------------------------------------------------------------------------------------------------------------------ - -SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved Interrupt System (IIS) -; (Enable IIS on gamestart screen.) -; -; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get -; interrupts more frequent) -BASIC_PERCENTAGE_APS_REGISTERED = 60 - -; Percent added to basic percentage per soldier's experience level -; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, -; which is further adjusted by range to target) -PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 - -; A value controlling how often an interrupt can be triggered, lower = more interrupts -; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries -; and such though) -BASIC_REACTION_TIME_LENGTH = 25 - -; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats -; exp level and such -ALLOW_COLLECTIVE_INTERRUPTS = TRUE - -; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) -ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Cover System Settings] - -;****************************************************************************************************************************** -; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. -;****************************************************************************************************************************** - -; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. -COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 - -; This tell how much a stealth value of 100 will decrese the sight range of an enemy. -; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. -COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 - -; This is similar to STEALTH_EFFECTIVENESS. -; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. -COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 - -; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. -COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 - -; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, -; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. -COVER_SYSTEM_LBE_EFFECTIVENESS = 20 - -; Running around crazy will give you a penalty of up to 50% (default). -COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 - -; The cover system automaticly calculates how dense an object it. -; This will tell you how much percent of vision should be decreased if the object is 100% dense, -; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). -; If you put it to a realistic setting, where solid stuff always blocks enemy views, -; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. -COVER_SYSTEM_TREE_EFFECTIVENESS = 15 - -; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. -; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. -COVER_SYSTEM_UPDATE_DELAY = 500 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Suppression Fire Settings] - -;****************************************************************************************************************************** -; These settings control the behavior of Suppression Fire, its severity, and its side-effects. -; -; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought -; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! -; -; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. -;****************************************************************************************************************************** - -;****************************************************************************************************************************** -; SUPPRESSION BASICS -; -; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. -; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. -; -; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, -; and morale loss. This value is based on the character's Experience and Morale, among other things. -; -; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing -; his Chance-to-Hit considerably. It also makes the character harder to hit himself. -; -; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! -; -; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. -; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression -; fire, it means that the character is useless of a whole turn and can be assaulted safely. -; -; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are -; hiding. -; Note that they will try to do the same thing to you! -;****************************************************************************************************************************** - - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls how powerful suppression fire is. -; -; 0 = JA2 Default: Suppression is DISABLED. -; 100 = Suppression is fully activated. -; -; This value can be raised to 65535... But don't. Values over 200 are already excessive. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_EFFECTIVENESS = 75 - -;------------------------------------------------------------------------------------------------------------------------------ -; Minimum and Maximum amount of Suppression Tolerance a character can have. -; -; NOTE: You'll cause problems if you set MIN to a value greater then MAX -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_TOLERANCE_MAX = 18 -SUPPRESSION_TOLERANCE_MIN = 1 - -; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. -NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE - -; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. -TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; This controls how much Suppression Shock is taken when under fire. -; -; 100 is the "normal" effect. -; Range is 0 (no suppression shock) to 65535 (65535% effect). -; 200 is a LOT. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_SHOCK_INTENSITY = 100 - -; The maximum number of Shock points a character can have. -MAX_SUPPRESSION_SHOCK = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shocked Target CTH Penalty -; -; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). -; Use these settings to change the CTH penalty for shooting at such targets. -;------------------------------------------------------------------------------------------------------------------------------ - -; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. -CTH_PENALTY_PER_TARGET_SHOCK = 2 - -; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! -MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 - -; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. -CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 - -; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. -MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shock Effects -; -; A Shocked character becomes less useful, primarily losing CTH on all his attacks. -; Use these settings to enable further effects from being shocked. -;------------------------------------------------------------------------------------------------------------------------------ - -; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. -; 0 = No limit. -MAX_CTH_PENALTY_FROM_SHOCK = 40 - -; Vision loss due to Suppression Shock. -; 0 = No vision loss. -; 2 = Vision range reduced proportionally to shock. -; 3 = Tunnel Vision increased proportionally to shock. -; 1 = Both options enabled. -SHOCK_REDUCES_SIGHTRANGE = 1 - -; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes -; the character considerably less resistance to further suppression fire, until the shock can clear away. -COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon -; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid -; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every -; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SUPPRESS_MIN_MAG_SIZE = 30 -AI_SUPPRESS_MIN_AMMO_REMAINING = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Explosive Suppression -; -; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause -; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range -; of the explosion itself! -; 0 = disabled. -; 100 = "normal" effect. -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90 - -;------------------------------------------------------------------------------------------------------------------------------ -; Other settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". -NOTIFY_WHEN_PINNED_DOWN = TRUE - -; Minimum distance at which friendly characters become suppressed their own forces. -MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weather Settings] - -;****************************************************************************************************************************** -; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy -; positions. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Rain settings -; -; (For slow CPUs, you may want to disable rain entirely. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable rain appearing in the game. -ALLOW_RAIN = TRUE - -; Chance of rain to be triggered once per day. -RAIN_CHANCE_PER_DAY = 40 - -; Minimum/Maximum length of rain. -RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 300 - -; For slow CPUs decrease the MAX_RAIN_DROPS. -MAX_RAIN_DROPS = 80 - -; Controls how rain affects visual distance -; Range: 0-100% -; 0% = Rain doesn't decrease sightrange. -; 100% = Can't see anything in the rain. -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 - -; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 - -; Reduction of the speed of regaining your breath (stamina) when it is raining. -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Lightning settings -; -; (ALLOW_RAIN must be set to TRUE for this to work.) -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable lightning occuring during rain. -ALLOW_LIGHTNING = TRUE - -; Minimum/Maximum intervals between lightning in real time mode. -MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 -MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 - -; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) -MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 -MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 - -; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. -DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 - -; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). -CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weapon Overheating Settings] - -;****************************************************************************************************************************** -; In this section you can modify global settings for weapon overheating. -;****************************************************************************************************************************** - -; Should a 'thermometer' for guns and replacable barrels be displayed? -OVERHEATING_DISPLAY_THERMOMETER = TRUE - -; Starting amount of red colour in the temperature bar. Must be in [0, 255] -OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 - -; If a barrel is not in someone's inventory, it cools down a little bit better. -OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 - -; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector? -; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded. -; This can be exploited, but why would you do that? -; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are. -OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE - - -[Tactical Zombie Settings] - -;****************************************************************************************************************************** -; In this section you can specify how the dead will raise from their graves. -;****************************************************************************************************************************** - -; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there -; is still room for more zombies in the sector)? -; 0 - Every corpse spawns a zombie once -; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... -; 2 - It is randomly decided if a corpse can rise -; 3 - A corpse spawns a zombie once, after that it's random -ZOMBIE_RISE_BEHAVIOUR = 0 - -; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should -; every zombie rise individually (FALSE)? -ZOMBIE_SPAWN_WAVES = FALSE - -; How often are waves of zombies created? 0 means never, 100 means whenever possible -ZOMBIE_RISE_WAVE_FREQUENCY = 60 - -; Can zombies climb roofs? -ZOMBIE_CAN_CLIMB = TRUE - -; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch -; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) -; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. -; This still results in deadlocks! -ZOMBIE_EXPLODING_CIVS = TRUE - -; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95 -ZOMBIE_DAMAGE_RESISTANCE = 0 - -; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though -ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE - -; Zombie difficulty level, determines hitpoints, stats and skills -; 1 - Night of the Living Dead -; 2 - Dawn of the Dead -; 3 - Resident Evil -; 4 - 28 Days later -ZOMBIE_DIFFICULTY_LEVEL = 3 - -; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from -ZOMBIE_RISE_WITH_ARMOUR = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Poison Settings] - -;****************************************************************************************************************************** -; In this section you can specify the new poison system -;****************************************************************************************************************************** - -; The poison system is a new feature that gives a bit of variation to the life and damage system. -; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives -; poison damage, he not only looses life, he also gains a poison point. -; The basic consequences are: -; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional -; poison points -; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he -; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. -; The lost point will be bandaged, so you do not have to immediately bandage it. -; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. -; We require immediate medical assistance, or we will die! -; Yes, it is possible to die this way. -; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new -; action automatically performed by your doctors and the hospital, if the merc is their patient. -; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). -; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. - -; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 -POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 - -; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 - -; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). -; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier -; valid values from 1.0 to 10.0, 4.0 is recommended -POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Fortification Settings] - -;****************************************************************************************************************************** -; In this section you can specify settings for the fortification system -;****************************************************************************************************************************** - -; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector -FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # # ## # # # -; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # # -; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gamestart Settings] - -;****************************************************************************************************************************** -; These settings control the situation at the start of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game starting time and merc arrival delay -; -; The values are in seconds (3600 = 1 hour) -; -; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME -; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival -; -; Do not change this setting after the game has started -; Do not set the values too low -;------------------------------------------------------------------------------------------------------------------------------ - -; Default value is 3600 (1am) -GAME_STARTING_TIME = 3600 - -; Default value is 21600 (7am) -FIRST_ARRIVAL_DELAY = 21600 - -;------------------------------------------------------------------------------------------------------------------------------ -; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). -; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). -; -; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe -; airspace sector immediately after your initial arrival!! -;------------------------------------------------------------------------------------------------------------------------------ - -DEFAULT_ARRIVAL_SECTOR_X = 1 -DEFAULT_ARRIVAL_SECTOR_Y = 16 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in STRATEGIC mode. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. -; -; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the color of the Stat Progress Bars shown on your character's information panel. -; -; The bars can be turned off completely using the in-game Options Menu. -;------------------------------------------------------------------------------------------------------------------------------ - -STAT_PROGRESS_BARS_RED = 140 -STAT_PROGRESS_BARS_GREEN = 90 -STAT_PROGRESS_BARS_BLUE = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determine whether the Daily Expenses window takes into account your mercs' contracts. -; -; 0 = Do not take merc contracts into account. -; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) -; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most -; recent contract signed with them. -;------------------------------------------------------------------------------------------------------------------------------ - -INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 - -; If disabled, the transition from the strategy screen will be skipped before entering tactical screen -DISABLE_STRATEGIC_TRANSITION = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Progress Settings] - -;****************************************************************************************************************************** -; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. -; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game progress weights -; -; Determine what factors influence your current progress. -; Range: 0-100% -; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults -;------------------------------------------------------------------------------------------------------------------------------ - -; The maximum number of progress points you can get from killing enemies. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 - -; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you -; conquer more sectors. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 - -; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you -; control more mines and get more loyalty in the towns where the mines are. Default 50 -GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 - -; The maximum number of progress points you can get from exploring sectors on the map. Default 0 -GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses -; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. -; -; If set to TRUE, all progress weights are automatically set to 100. -;------------------------------------------------------------------------------------------------------------------------------ - -ALTERNATE_PROGRESS_CALCULATION = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional factors to Progress Calculation -;------------------------------------------------------------------------------------------------------------------------------ - -; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see -; above) can surpass it. -GAME_PROGRESS_MINIMUM = 0 - -; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% -; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. -GAME_PROGRESS_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Number of kills required to get a single progress point, based on game difficulty. -; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 -NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 -NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 -NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum progress level required to trigger some events. -; Range: 0-100% -;------------------------------------------------------------------------------------------------------------------------------ - -; Default 35 -GAME_PROGRESS_START_MADLAB_QUEST = 35 - -; Default 50 -GAME_PROGRESS_MIKE_AVAILABLE = 50 - -; Default 70 -GAME_PROGRESS_IGGY_AVAILABLE = 70 - - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Event Settings] - -;****************************************************************************************************************************** -; Controls various campaign events. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? -; NOTE: This will make the beginning of the game MUCH HARDER if enabled! - -TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) - -ENABLE_CREPITUS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Mine Shut-down Event -; -; Allows you to control which mine will run out of ore and stop working. - -; Select mine. -; -1 = Game chooses a mine randomly. -; 0 = No mine will shut down! -; 2 = Drassen -; 3 = Alma -; 4 = Cambria -; 5 = Chitzena -; 6 = Grumm -;------------------------------------------------------------------------------------------------------------------------------ - -WHICH_MINE_SHUTS_DOWN = -1 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gameplay Settings] - - -;****************************************************************************************************************************** -; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will -; definitely change the way it is played. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements -; -; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive -; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. -; -; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is -; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others -; die or run away. -;------------------------------------------------------------------------------------------------------------------------------ - -; Allows enemy/militia reinforcements from adjacent sectors. -ALLOW_REINFORCEMENTS = TRUE - -; Allows reinforcements only between city sectors. -ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Vehicle Inventory -;------------------------------------------------------------------------------------------------------------------------------ - -; Do vehicles have their own inventory to carry equipment? -VEHICLE_INVENTORY = TRUE - -; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). -HUMVEE_OFFROAD = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This determines how important luck is in Auto-Resolve combat, compared to actual skills. -; JA2 Default is 2.0 (luck is as important as skills). -; Lower this value to reply more on skills, raise to rely more on luck. -; Minimum is 1.0. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTORESOLVE_LUCK_FACTOR = 2.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map -; (as a big red "?"). -; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. -;------------------------------------------------------------------------------------------------------------------------------ - -NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the frequency and severity of risks triggered by using strategic facilities. -;------------------------------------------------------------------------------------------------------------------------------ - -; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. -FACILITY_EVENT_RARITY = 1000 - -; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more -; noticeable. Increase this for the opposite. Default = 50. -FACILITY_DANGER_RATE = 50 - -;****************************************************************************************************************************** -; Activates the new additional repair mode. -; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing -; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor -; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the -; same sector, then all equipped armor, and so forth, always starting with the item with least durability -; (especially jammed guns). -; -; FALSE = 1.13 repair system -; TRUE = New additional repair system based on priorities -;****************************************************************************************************************************** - -ADDITIONAL_REPAIR_MODE = TRUE - -;****************************************************************************************************************************** -; Set how to handle Skyrider "hot LZ" options -; -; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) -; 1 = Allow Skyrider to drop off mercs to center of map -; 2 = Skyrider drops mercs at map edge from direction he entered the sector. -;****************************************************************************************************************************** - -ALLOW_SKYRIDER_HOT_LZ = 2 - -;****************************************************************************************************************************** -; Always make all the terrorists to appear in Arulco. -; -;****************************************************************************************************************************** - -ENABLE_ALL_TERRORISTS = TRUE - -;****************************************************************************************************************************** -; Enable all sectors with "secret" weapon caches. -; (These sectors hold usually a few chests with various mediocre to good equipment.) -; -;****************************************************************************************************************************** - -ENABLE_ALL_WEAPON_CACHES = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Laptop Settings] - -;****************************************************************************************************************************** -; Use these settings to make changes to the laptop screen. -;****************************************************************************************************************************** - -; If set to TRUE, you can browse to the briefing room website on the laptop -BRIEFING_ROOM = FALSE - -; If set to TRUE, you can browse to the encyclopedia website on the laptop -ENCYCLOPEDIA = FALSE - -; If disabled, the transition will be skipped when opening/closing the laptop -DISABLE_LAPTOP_TRANSITION = FALSE - -; Fast loading of WWW laptop sites? -FAST_WWW_SITES_LOADING = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Bobby Ray Settings] - -;****************************************************************************************************************************** -; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. -;****************************************************************************************************************************** - -; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. -BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE - -; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. -BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Item shipment settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Should the stealing from shipments (in Drassen this is Pablo) be disabled? -STEALING_FROM_SHIPMENTS_DISABLED = FALSE - -; Set the chance in percentage of whole shipment lost from Bobby Ray -CHANCE_OF_SHIPMENT_LOSS = 10 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Item Property Settings] - -;****************************************************************************************************************************** -; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change -; all the individual entries in Items.XML or Weapons.XML. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in damage) -; maximum damage (internal) is 255 -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVES_DAMAGE_MODIFIER = 100 -MELEE_DAMAGE_MODIFIER = 100 -GUN_DAMAGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in range) -; 200 means 200% (doubles the range) -; 50 means 50% (halves the range) -;------------------------------------------------------------------------------------------------------------------------------ -GUN_RANGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target -; in an unprotected area. Each armor item has a different coverage value. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_ARMOR_COVERAGE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. -; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AMMO_WEIGHT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, -; but won't lower B/5AP below 0. -; 0 = No change from normal -; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) -; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. -; At 0.5, characters can comfortably carry twice as much with the same amount of strength. -;------------------------------------------------------------------------------------------------------------------------------ - -STRENGTH_TO_LIFT_HALF_KILO = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. -; Note: This is only used if Old Trait System is played -;------------------------------------------------------------------------------------------------------------------------------ - -MORTAR_CTH_DIVISOR = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. -; It is recommended to play with this set to FALSE when the attachments are assigned properly. -; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. -; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; The chance in percentages that an attachment will have to drop with the item if an NPC dies. -; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. -; Inseperable attachments will always drop. Range: 0 - 100% -;------------------------------------------------------------------------------------------------------------------------------ - -ATTACHMENT_DROP_RATE = 10 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The maximum amount of attachments NPC's can get on their gun when they get random equipment. -; They will usually get less attachments than this value because of randomness. Range: 2 - 30 -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ENEMY_ATTACHMENTS = 6 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Enemy AI Settings] - -;****************************************************************************************************************************** -; These settings change the behavior of the queen's army on the Strategy Map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; New strategic AI -; -; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies -; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens -; to every city, possibly several times during the campaign! -; When set to TRUE, this setting has the potential of making the game considerably harder. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AGGRESSIVE_AI = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy army composition -; -; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. -;------------------------------------------------------------------------------------------------------------------------------ - -; Percentage of troops that are actually placed on the map at the start of the game. -; 100 = All "default" troops are placed. -; 200 = Twice as many troops are placed. -INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 -INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 -INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 -INITIAL_GARRISON_PERCENTAGES_INSANE = 200 - -; Minimum enemy group size. Enemy groups will never be smaller than this! -MIN_ENEMY_GROUP_SIZE_NOVICE = 3 -MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 -MIN_ENEMY_GROUP_SIZE_EXPERT = 6 -MIN_ENEMY_GROUP_SIZE_INSANE = 12 - -; Percent of troops converted to extra elites in enemy groups -PERCENT_EXTRA_ELITES_EXPERIENCED = 0 -PERCENT_EXTRA_ELITES_EXPERT = 25 -PERCENT_EXTRA_ELITES_INSANE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Pool -; -; These settings control how many troops the queen has for using against you, how many new troops she gets every day, -; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. -UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE -UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE - -; Amount of troops avaliable to the queen at game start -QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 -QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 - -; Amount of troops that will be added to queens army when the troops pool is empty -QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 - -;------------------------------------------------------------------------------------------------------------------------------ -; Alert Levels -; -; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes -; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better -; chance of spotting your mercs in the wilderness and chasing them around. -; -; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in -; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. -; -; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. -;------------------------------------------------------------------------------------------------------------------------------ - -; Sets the starting alert chances. -ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 -ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 -ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 -ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 - -; When an enemy spots and chases a player group, the alertness value decrements by this value. -; Ranges from 1-100 (but recommend 20-60). -ENEMY_ALERT_DECAY_NOVICE = 75 -ENEMY_ALERT_DECAY_EXPERIENCED = 50 -ENEMY_ALERT_DECAY_EXPERT = 25 -ENEMY_ALERT_DECAY_INSANE = 10 - -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable -; is what is used to determine the free checks. -NUM_AWARE_BATTLES_NOVICE = 1 -NUM_AWARE_BATTLES_EXPERIENCED = 2 -NUM_AWARE_BATTLES_EXPERT = 3 -NUM_AWARE_BATTLES_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Army AI / Behavior -; -; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive -; she is about it. -;------------------------------------------------------------------------------------------------------------------------------ - -; The base interval between the queen's decisions. She can only make one decision at a time. -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 - -; A random variation to the interval between queen's decisions. -EVALUATION_DELAY_VARIANCE_NOVICE = 240 -EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 -EVALUATION_DELAY_VARIANCE_EXPERT = 120 -EVALUATION_DELAY_VARIANCE_INSANE = 60 - -; This is a delay between the player taking a sector, and the queen being able to decide to attack it. -; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 - -; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. -; A longer grace period causes defeated enemy patrols to reappear less often. -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 - -; Determines whether the queen always prefers attacking your sectors to defending her own. -; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable -; unlimited reinforcements -AGGRESSIVE_QUEEN_AI_NOVICE = FALSE -AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE -AGGRESSIVE_QUEEN_AI_EXPERT = FALSE -AGGRESSIVE_QUEEN_AI_INSANE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Individual Enemy Group Behavior -; -; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what -; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. -; This behavior was deactivated in original game. -; -; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to -; reinforce this sector. -; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. -; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_INVESTIGATE_SECTOR = FALSE -REASSIGN_PENDING_REINFORCEMENTS = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Town Militia. -;****************************************************************************************************************************** - -; Defines the maximum number of Militia that can occupy the same sector -; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the -; duration of the battle. -MAX_MILITIA_PER_SECTOR = 20 - -; The number of Town Militia that are trained in a single "training session". -NUM_MILITIA_TRAINED_PER_SESSION = 10 - -; How much loyalty you need in a town to allow you to train Militia there. -MIN_LOYALTY_TO_TRAIN_MILITIA = 20 - -; This controls how fast town militia gets trained. -MILITIA_TRAINING_RATE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, -; and are almost as well-trained as enemy Blackshirts. -;------------------------------------------------------------------------------------------------------------------------------ - -; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. -; FALSE = Only Regular (Light-Blue) militia can be trained. -ALLOW_TRAINING_ELITE_MILITIA = FALSE - -; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) -ELITE_MILITIA_TRAINING_DELAY= 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Town Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia training bonus for RPC (as a percentage of the normal training speed) -; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. -RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 - -; Minimum leadership skill required to be able to train Militia at all -MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20 - -; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). -LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE - -; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. -REQ_LEADERSHIP_FOR_MAX_MILITIA = 60 - -; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test -; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia -; training. -; 100 = no bonus. 150 = 50% bonus. etcetera -; Note: This is only used if Old Trait System is played -TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Mobile Militia. -;****************************************************************************************************************************** - -; Allows training militia that move around on the Strategy Map. -; If FALSE, all other settings in this category are disabled automatically. -ALLOW_MOBILE_MILITIA = TRUE - -; Delay ability to train Mobile Militia till this day -MOBILE_MILITIA_TRAINING_DELAY = 1 - -; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). -NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Training method options. -; -; There are two methods: -; One is Manual Training - you pay money to train Mobile Militia whenever you desire. -; The second method is to have them created automatically (for free!) every N hours. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines which method of training is used. -; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all -; "Leadership and Mobile Militia Training settings", below. -MUST_TRAIN_MOBILE_MILITIA = TRUE - -; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile -; Militia group. -; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. -CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Mobile Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Minimum required leadership skill to train Mobile Militia -MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 - -; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the -; value dictated by DIV_OF_ORIGINAL_MILITIA. -; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE - -; Required leadership score to train the maximum number of Mobile Militia allowed. -; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) -REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 - -; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE - -; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups -; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. -PERCENT_MOBILE_MILITIA_ELITES = 20 -PERCENT_MOBILE_MILITIA_REGULARS = 30 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Movement Settings] - -;****************************************************************************************************************************** -; These settings control how Mobile Militia move around the strategy map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to FALSE, Mobile Militia can move anywhere they want. -; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_ROAMING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; EXPLORATION-based restrictions -; -; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions. -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; CONQUEST-based restrictions -; -; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. -; This utilizes the rules laid down in the file "DynamicRestrictions.XML". -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a -; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they -; have already been liberated once in the past. -; -; In the JA2 campaign, this allows travel through: -; San Mona, Tixa, Orta, Estoni, and Omerta. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. -; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. -; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE -ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Strength Settings] - -;****************************************************************************************************************************** -; These settings control the strength of town or mobile militia in tactial combat and autoresolve. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine how well the militia will fight during autoresolve and tactical combat. -; -; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia -; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia -; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also -; negative, meaning the militia will be weaker. -GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5 -VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10 - -; Flat bonus to Militiamen Action Points. -GREEN_MILITIA_APS_BONUS = 0 -REGULAR_MILITIA_APS_BONUS = 0 -VETERAN_MILITIA_APS_BONUS = 5 - -; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) -GREEN_MILITIA_CTH_BONUS_PERCENT = 0 -REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 -VETERAN_MILITIA_CTH_BONUS_PERCENT = 10 - -; Normal and energy damage is reduced by this many percents. -GREEN_MILITIA_DAMAGE_RESISTANCE = 0 -REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 -VETERAN_MILITIA_DAMAGE_RESISTANCE = 10 - -; Determines bonus to assigned weapon and gear quality (coolness). -GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 -VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Shopkeeper Inventory Settings] - -;****************************************************************************************************************************** -; These settings control the inventory of Arulco's resident shopkeepers. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better) -; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better) -;------------------------------------------------------------------------------------------------------------------------------ - -TONY_USES_BOBBY_RAYS_SETTING = TRUE -DEVIN_USES_BOBBY_RAYS_SETTING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away -; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. - -CHANCE_TONY_AVAILABLE = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn on to get BR shipments faster - -FAST_BOBBY_RAY_SHIPMENTS = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Assignment Settings] - -;****************************************************************************************************************************** -; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic Settings -; -; Use these to affect all assignments. -;------------------------------------------------------------------------------------------------------------------------------ - -; The amount time a character must be on assignment before it can have any effect. -; Theoretically, everything will go faster if this is lower... -MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skill Training -; -; These settings control the speed of training, and how useful some characters are at training others. -;------------------------------------------------------------------------------------------------------------------------------ - -; Min skill required for a character to be able to increase that skill at all. -MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 - -; Max value to which any skill can be trained. -MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 - -; Divisor for rate of self-training (the "PRACTICE" assignment) -TRAINING_RATE_DIVISOR = 1000 - -; The divisor for rate of training bonus due to instructors influence -; Reduce to speed-up trainer/student training -; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points -INSTRUCTED_TRAINING_DIVISOR = 3000 - -; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) -; Also applies to training militia -TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 - -; The minimum skill rating a character must have before he can train fellow teammates in that skill. -MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. -; -; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. -; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. -; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. -; 1 = Both options on. -;------------------------------------------------------------------------------------------------------------------------------ - -SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1 -SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. -; -; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. -; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until at least one student wakes up. -; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until the trainer wakes up. -; 1 = Both options on. -; -; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the -; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). -;------------------------------------------------------------------------------------------------------------------------------ - -REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Doctoring -; -; (for reference: OKLIFE = 15 health) -;------------------------------------------------------------------------------------------------------------------------------ - -; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) -; Low = patient, high = working -NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 -NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 -NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 - -; Increase this value to reduce doctoring pts per hour, or vice versa. -; At 2400, the theoretical maximum is 150 full healing pts/day. -DOCTORING_RATE_DIVISOR = 2400 - -; How many points of healing each hospital patients gains per hour in the hospital -; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! -HOSPITAL_HEALING_RATE = 5 - -; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) -BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 - -; Multiplier for how much medical skill is needed, for each point below OKLIFE -MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 - -; Number of "doctor" points used up to heal each point below OKLIFE -POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Repairing -;------------------------------------------------------------------------------------------------------------------------------ - -; Cost to unjam a weapon in repair pts -REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 - -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa -REPAIR_RATE_DIVISOR = 2500 - -; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points -; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows -; down repair. A lower value speeds it up. -REPAIR_SESSIONS_PER_DAY = 24 - - -[Clock Settings] - -;****************************************************************************************************************************** -; These settings control the speed behavior of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change in Clock Speed from base clock speed in percent -; Range: 100 - 300 Default: 150 -;------------------------------------------------------------------------------------------------------------------------------ - -CLOCK_SPEED_PERCENT = 150 - -;------------------------------------------------------------------------------------------------------------------------------ -; Timeslice in microseconds. The frequency that the screen is refreshed. -; At normal speed the clock is updated every 16 milliseconds. -; Range: 1000 - 20000 Default: 16000 -;------------------------------------------------------------------------------------------------------------------------------ - -UPDATE_FREQUENCY = 16000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. -; At normal speed the clock is updated every 10 milliseconds. -; Range: 1-10000 Default: 500 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_PERIOD = 500 - -;------------------------------------------------------------------------------------------------------------------------------ -; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. -; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx -; Note MENU = [ALT], CONTROL = [CTRL] -; Examples (separated by comma): -; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_KEY = SUBTRACT \ No newline at end of file diff --git a/gamedir/Data-JA2Demo/Scripts/GameInit.lua b/gamedir/Data-JA2Demo/Scripts/GameInit.lua deleted file mode 100644 index e106779c0..000000000 --- a/gamedir/Data-JA2Demo/Scripts/GameInit.lua +++ /dev/null @@ -1,419 +0,0 @@ ---[[ -http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua - -********************** -** Global variables ** -********************** - - - newDIFFICULTY_LEVEL (Start new game setting) - 1 = easy - 2 = experienced - 3 = expert - 4 = insane - - - newGAME_STYLE (Start new game setting) - 0 = realistic - 1 = sci fi - - - is_networked (Multiplayer) - 0 = no - 1 = yes - - - iniENABLE_CREPITUS (ja2_options.ini setting) - 0 = no - 1 = yes - - - iniSTARTING_CASH_NOVICE, iniSTARTING_CASH_EXPERIENCED, iniSTARTING_CASH_EXPERT, iniSTARTING_CASH_INSANE (ja2_options.ini setting) - Starting cash - - - iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE (ja2_options.ini setting) - true = yes - false = no - - - giHospitalTempBalance - set hospital balance - - - gbHospitalPriceModifier - set hospital modifier - - - giHospitalRefund - - -*************** -** Functions ** -*************** - - - AddAlternateSector, AddAltSector, AddAltSectorNew - add alternative sector - - - AddNPC or AddNPCtoSector - add NPC\EPC\RPC to sector - - - AddAltUnderGroundSector, AddAltUGSector or AddAltUGSectorNew - add alternative underground sector - - - SetNPCData1 ( ProfilID, value ) - set NPCData1 - - - GetStartingCashNovice() - get starting cash novice level - - - GetStartingCashExperienced() - get starting cash experienced level - - - GetStartingCashExpert() - get starting cash expert level - - - GetStartingCashInsane() - get starting cash insane level - - - GetWorldTotalMin() - get world time - - - AddTransactionToPlayersBook(ubCode, ubSecondCode, uiDate, iAmount) - add transaction to player - - - AddPreReadEmail (iMessageOffset, iMessageLength, ubSender) - iMessageOffset - record from email.edt - iMessageLength - record from email.edt - ubSender - uiIndex from SenderNameList.xml - - - AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID) - iMessageOffset - record from email.edt - iMessageLength - record from email.edt - ubSender - uiIndex from SenderNameList.xml - iCurrentIMPPosition - Default = -1, or the profile ID of the IMP - iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID - - HireMerc( Profile , Contract, TimeArrive ) - Profile - The profile ID of the merc - Contract - The contract time for the merc - TimeArrive - The arrival time of the merc - - -************** -** Examples ** -************** - - -- Add Fatima to sector - Fatima = { } - Fatima.MercProfiles = 101 - Fatima.sector = "A10-0" - AddNPC(Fatima) - - -- Add Fatima to sector - AddNPC( { MercProfiles = 101 , sector = "A10-0" } ) - - -- Add Fatima to sector, only in a realistic game - if newGAME_STYLE == 0 then - Fatima = { } - Fatima.MercProfiles = 101 - Fatima.sector = "A10-0" - AddNPC(Fatima) - end - - -- Add alternative sector, only when starting cash = 4000 and game style SciFi - if (iniSTARTING_CASH_NOVICE == 4000 and newGAME_STYLE == 1) then - Fatima = { } - Fatima.MercProfiles = 101 - Fatima.sector = "A10-0" - AddNPC(Fatima) - end - - -- Add alternative sector, only realistic game - if newGAME_STYLE == 0 then - SectorA9 = { } - SectorA9.altSector = "A9" - AddAlternateSector(SectorA9) - end - - -- Add alternative sector - SectorA9 = { } - SectorA9.altSector = "A9" - AddAlternateSector(SectorA9) - - -- Add alternative underground sector - A10_b1 = { } - A10_b1.altSector = "A10-1" - AddAltUGSector(A10_b1) - - -- Add alternative underground sector - AddAltUGSector( { altSector = "A10-1" } ) - - -- Add Skyrider to sector - AddNPCtoSector(97,9,1,0) - - -- Add alternative sector C1 - AddAltSectorNew (3,1) - - -- Add alternative sector C1-3 - AddAltUGSectorNew(3,1,3) - - -- Hire Ivan - HireMerc(7) -]] - --- max number of lines can be shown in a message -local MAX_EMAIL_LINES = 10 --- max number of messages per page -local MAX_MESSAGES_PAGE = 18 - -local IMP_EMAIL_INTRO = 0 -local IMP_EMAIL_INTRO_LENGTH = 10 -local ENRICO_CONGRATS = (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH) -local ENRICO_CONGRATS_LENGTH = 3 -local IMP_EMAIL_AGAIN = (ENRICO_CONGRATS + ENRICO_CONGRATS_LENGTH) -local IMP_EMAIL_AGAIN_LENGTH = 6 -local MERC_INTRO = (IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH) -local MERC_INTRO_LENGTH = 5 -local MERC_NEW_SITE_ADDRESS = ( MERC_INTRO + MERC_INTRO_LENGTH ) -local MERC_NEW_SITE_ADDRESS_LENGTH = 2 -local AIM_MEDICAL_DEPOSIT_REFUND = ( MERC_NEW_SITE_ADDRESS + MERC_NEW_SITE_ADDRESS_LENGTH ) -local AIM_MEDICAL_DEPOSIT_REFUND_LENGTH = 3 -local IMP_EMAIL_PROFILE_RESULTS = ( AIM_MEDICAL_DEPOSIT_REFUND + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH ) -local IMP_EMAIL_PROFILE_RESULTS_LENGTH = 1 -local MERC_WARNING = ( IMP_EMAIL_PROFILE_RESULTS_LENGTH + IMP_EMAIL_PROFILE_RESULTS ) -local MERC_WARNING_LENGTH = 2 -local MERC_INVALID = ( MERC_WARNING + MERC_WARNING_LENGTH ) -local MERC_INVALID_LENGTH = 2 -local NEW_MERCS_AT_MERC = ( MERC_INVALID + MERC_INVALID_LENGTH ) -local NEW_MERCS_AT_MERC_LENGTH = 2 -local MERC_FIRST_WARNING = ( NEW_MERCS_AT_MERC + NEW_MERCS_AT_MERC_LENGTH ) -local MERC_FIRST_WARNING_LENGTH = 2 - --- merc up a level emails -local MERC_UP_LEVEL_BIFF = ( MERC_FIRST_WARNING + MERC_FIRST_WARNING_LENGTH ) -local MERC_UP_LEVEL_LENGTH_BIFF = 2 -local MERC_UP_LEVEL_HAYWIRE = ( MERC_UP_LEVEL_LENGTH_BIFF + MERC_UP_LEVEL_BIFF ) -local MERC_UP_LEVEL_LENGTH_HAYWIRE = 2 -local MERC_UP_LEVEL_GASKET = ( MERC_UP_LEVEL_LENGTH_HAYWIRE + MERC_UP_LEVEL_HAYWIRE ) -local MERC_UP_LEVEL_LENGTH_GASKET = 2 -local MERC_UP_LEVEL_RAZOR = ( MERC_UP_LEVEL_LENGTH_GASKET + MERC_UP_LEVEL_GASKET ) -local MERC_UP_LEVEL_LENGTH_RAZOR = 2 -local MERC_UP_LEVEL_FLO = ( MERC_UP_LEVEL_LENGTH_RAZOR + MERC_UP_LEVEL_RAZOR ) -local MERC_UP_LEVEL_LENGTH_FLO = 2 -local MERC_UP_LEVEL_GUMPY = ( MERC_UP_LEVEL_LENGTH_FLO + MERC_UP_LEVEL_FLO ) -local MERC_UP_LEVEL_LENGTH_GUMPY = 2 -local MERC_UP_LEVEL_LARRY = ( MERC_UP_LEVEL_LENGTH_GUMPY + MERC_UP_LEVEL_GUMPY ) -local MERC_UP_LEVEL_LENGTH_LARRY = 2 -local MERC_UP_LEVEL_COUGAR = ( MERC_UP_LEVEL_LENGTH_LARRY + MERC_UP_LEVEL_LARRY ) -local MERC_UP_LEVEL_LENGTH_COUGAR = 2 -local MERC_UP_LEVEL_NUMB = ( MERC_UP_LEVEL_LENGTH_COUGAR + MERC_UP_LEVEL_COUGAR ) -local MERC_UP_LEVEL_LENGTH_NUMB = 2 -local MERC_UP_LEVEL_BUBBA = ( MERC_UP_LEVEL_LENGTH_NUMB + MERC_UP_LEVEL_NUMB ) -local MERC_UP_LEVEL_LENGTH_BUBBA = 2 - --- merc left-me-a-message-and-now-I'm-back emails -local AIM_REPLY_BARRY = ( MERC_UP_LEVEL_LENGTH_BUBBA + MERC_UP_LEVEL_BUBBA ) -local AIM_REPLY_LENGTH_BARRY = 2 -local AIM_REPLY_MELTDOWN = (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY )) -local AIM_REPLY_LENGTH_MELTDOWN = AIM_REPLY_LENGTH_BARRY - --- old EXISTING emails when player starts game. They must look "read" -local OLD_ENRICO_1 = ( AIM_REPLY_LENGTH_MELTDOWN + AIM_REPLY_MELTDOWN ) -local OLD_ENRICO_1_LENGTH = 3 -local OLD_ENRICO_2 = ( OLD_ENRICO_1 + OLD_ENRICO_1_LENGTH ) -local OLD_ENRICO_2_LENGTH = 3 -local RIS_REPORT = ( OLD_ENRICO_2 + OLD_ENRICO_2_LENGTH ) -local RIS_REPORT_LENGTH = 2 -local OLD_ENRICO_3 = ( RIS_REPORT + RIS_REPORT_LENGTH ) -local OLD_ENRICO_3_LENGTH = 3 - --- emails that occur from Enrico once player accomplishes things -local ENRICO_MIGUEL = ( OLD_ENRICO_3 + OLD_ENRICO_3_LENGTH ) -local ENRICO_MIGUEL_LENGTH = 3 -local ENRICO_PROG_20 = ( ENRICO_MIGUEL + ENRICO_MIGUEL_LENGTH ) -local ENRICO_PROG_20_LENGTH = 3 -local ENRICO_PROG_55 = ( ENRICO_PROG_20 + ENRICO_PROG_20_LENGTH ) -local ENRICO_PROG_55_LENGTH = 3 -local ENRICO_PROG_80 = ( ENRICO_PROG_55 + ENRICO_PROG_55_LENGTH ) -local ENRICO_PROG_80_LENGTH = 3 -local ENRICO_SETBACK = ( ENRICO_PROG_80 + ENRICO_PROG_80_LENGTH ) -local ENRICO_SETBACK_LENGTH = 3 -local ENRICO_SETBACK_2 = ( ENRICO_SETBACK + ENRICO_SETBACK_LENGTH ) -local ENRICO_SETBACK_2_LENGTH = 3 -local ENRICO_CREATURES = ( ENRICO_SETBACK_2 + ENRICO_SETBACK_2_LENGTH ) -local ENRICO_CREATURES_LENGTH = 3 - --- insurance company emails -local INSUR_PAYMENT = ( ENRICO_CREATURES + ENRICO_CREATURES_LENGTH ) -local INSUR_PAYMENT_LENGTH = 3 -local INSUR_SUSPIC = ( INSUR_PAYMENT + INSUR_PAYMENT_LENGTH ) -local INSUR_SUSPIC_LENGTH = 3 -local INSUR_INVEST_OVER = ( INSUR_SUSPIC + INSUR_SUSPIC_LENGTH ) -local INSUR_INVEST_OVER_LENGTH = 3 -local INSUR_SUSPIC_2 = ( INSUR_INVEST_OVER + INSUR_INVEST_OVER_LENGTH ) -local INSUR_SUSPIC_2_LENGTH = 3 - -local BOBBYR_NOW_OPEN = ( INSUR_SUSPIC_2 + INSUR_SUSPIC_2_LENGTH ) -local BOBBYR_NOW_OPEN_LENGTH = 3 - -local KING_PIN_LETTER = ( BOBBYR_NOW_OPEN + BOBBYR_NOW_OPEN_LENGTH ) -local KING_PIN_LETTER_LENGTH = 4 - -local LACK_PLAYER_PROGRESS_1 = ( KING_PIN_LETTER + KING_PIN_LETTER_LENGTH ) -local LACK_PLAYER_PROGRESS_1_LENGTH = 3 - -local LACK_PLAYER_PROGRESS_2 = ( LACK_PLAYER_PROGRESS_1 + LACK_PLAYER_PROGRESS_1_LENGTH ) -local LACK_PLAYER_PROGRESS_2_LENGTH = 3 - -local LACK_PLAYER_PROGRESS_3 = ( LACK_PLAYER_PROGRESS_2 + LACK_PLAYER_PROGRESS_2_LENGTH ) -local LACK_PLAYER_PROGRESS_3_LENGTH = 3 - --- A package from Bobby Ray has arrived in Drassen -local BOBBYR_SHIPMENT_ARRIVED = ( LACK_PLAYER_PROGRESS_3 + LACK_PLAYER_PROGRESS_3_LENGTH ) -local BOBBYR_SHIPMENT_ARRIVED_LENGTH = 4 - --- John Kulba has left the gifts for the players in Drassen -local JOHN_KULBA_GIFT_IN_DRASSEN = ( BOBBYR_SHIPMENT_ARRIVED + BOBBYR_SHIPMENT_ARRIVED_LENGTH ) -local JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH = 4 - --- When a merc dies on ANOTHER assignment ( ie not with the player ) -local MERC_DIED_ON_OTHER_ASSIGNMENT = ( JOHN_KULBA_GIFT_IN_DRASSEN + JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH ) -local MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH = 5 - -local INSUR_1HOUR_FRAUD = ( MERC_DIED_ON_OTHER_ASSIGNMENT + MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH ) -local INSUR_1HOUR_FRAUD_LENGTH = 3 - --- When a merc is fired, and is injured -local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND = ( INSUR_1HOUR_FRAUD + INSUR_1HOUR_FRAUD_LENGTH ) -local AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH = 3 - --- When a merc is fired, and is dead -local AIM_MEDICAL_DEPOSIT_NO_REFUND = ( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND + AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH ) -local AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH = 3 - -local BOBBY_R_MEDUNA_SHIPMENT = ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH ) -local BOBBY_R_MEDUNA_SHIPMENT_LENGTH = 4 - -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 \ No newline at end of file diff --git a/gamedir/Data-JA2Demo/Scripts/initunderground.lua b/gamedir/Data-JA2Demo/Scripts/initunderground.lua deleted file mode 100644 index cf922036b..000000000 --- a/gamedir/Data-JA2Demo/Scripts/initunderground.lua +++ /dev/null @@ -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 diff --git a/gamedir/Data-JA2Demo/Scripts/undergroundsectornames.lua b/gamedir/Data-JA2Demo/Scripts/undergroundsectornames.lua deleted file mode 100644 index 4f156df53..000000000 --- a/gamedir/Data-JA2Demo/Scripts/undergroundsectornames.lua +++ /dev/null @@ -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", -} diff --git a/gamedir/Data-JA2Demo/TableData/AIMAvailability.xml b/gamedir/Data-JA2Demo/TableData/AIMAvailability.xml deleted file mode 100644 index fb311da76..000000000 --- a/gamedir/Data-JA2Demo/TableData/AIMAvailability.xml +++ /dev/null @@ -1,1532 +0,0 @@ - - - 0 - Barry - 0 - 0 - - - 1 - Blood - 1 - 1 - - - 2 - Lynx - 2 - 2 - - - 3 - Grizzly - 3 - 3 - - - 4 - Vicki - 4 - 4 - - - 5 - Trevor - 5 - 5 - - - 6 - Grunty - 6 - 6 - - - 7 - Ivan - 7 - 7 - - - 8 - Steroid - 8 - 8 - - - 9 - Igor - 9 - 9 - - - 10 - Shadow - 10 - 10 - - - 11 - Red - 11 - 11 - - - 12 - Reaper - 12 - 12 - - - 13 - Fidel - 13 - 13 - - - 14 - Fox - 14 - 14 - - - 15 - Sidney - 15 - 15 - - - 16 - Gus - 16 - 16 - - - 17 - Buns - 17 - 17 - - - 18 - Ice - 18 - 18 - - - 19 - Spider - 19 - 19 - - - 20 - Cliff - 20 - 20 - - - 21 - Bull - 21 - 21 - - - 22 - Hitman - 22 - 22 - - - 23 - Buzz - 23 - 23 - - - 24 - Raider - 24 - 24 - - - 25 - Raven - 25 - 25 - - - 26 - Static - 26 - 26 - - - 27 - Len - 27 - 27 - - - 28 - Danny - 28 - 28 - - - 29 - Magic - 29 - 29 - - - 30 - Stephen - 30 - 30 - - - 31 - Scully - 31 - 31 - - - 32 - Malice - 32 - 32 - - - 33 - Dr. Q - 33 - 33 - - - 34 - Nails - 34 - 34 - - - 35 - Thor - 35 - 35 - - - 36 - Scope - 36 - 36 - - - 37 - Wolf - 37 - 37 - - - 38 - MD - 38 - 38 - - - 39 - Meltdown - 39 - 39 - - - 40 - Biff - -1 - -1 - - - 41 - Haywire - -1 - -1 - - - 42 - Gasket - -1 - -1 - - - 43 - Razor - -1 - -1 - - - 44 - Flo - -1 - -1 - - - 45 - Gumpy - -1 - -1 - - - 46 - Larry - -1 - -1 - - - 47 - Larry - -1 - -1 - - - 48 - Cougar - -1 - -1 - - - 49 - Numb - -1 - -1 - - - 50 - Bubba - -1 - -1 - - - 51 - PGmale1 - -1 - -1 - - - 52 - PGmale2 - -1 - -1 - - - 53 - PGmale3 - -1 - -1 - - - 54 - PGLady1 - -1 - -1 - - - 55 - PGLady2 - -1 - -1 - - - 56 - PGLady3 - -1 - -1 - - - 57 - Miguel - -1 - -1 - - - 58 - Carlos - -1 - -1 - - - 59 - Ira - -1 - -1 - - - 60 - Dimitri - -1 - -1 - - - 61 - Devin - -1 - -1 - - - 62 - Robot - -1 - -1 - - - 63 - Hamous - -1 - -1 - - - 64 - Terry - -1 - -1 - - - 65 - RPC65 - -1 - -1 - - - 66 - Dynamo - -1 - -1 - - - 67 - Shank - 67 - -1 - - - 68 - Iggy - -1 - -1 - - - 69 - Vince - -1 - -1 - - - 70 - Conrad - -1 - -1 - - - 71 - RPC71 - -1 - -1 - - - 72 - Maddog - -1 - -1 - - - 73 - Darrel - -1 - -1 - - - 74 - Perko - -1 - -1 - - - 75 - Deidranna - -1 - -1 - - - 76 - Auntie - -1 - -1 - - - 77 - Enrico - -1 - -1 - - - 78 - Carmen - -1 - -1 - - - 79 - Joe - -1 - -1 - - - 80 - Steve - -1 - -1 - - - 81 - Rat - -1 - -1 - - - 82 - Annie - -1 - -1 - - - 83 - Chris - -1 - -1 - - - 84 - Bob - -1 - -1 - - - 85 - Brenda - -1 - -1 - - - 86 - Kingpin - -1 - -1 - - - 87 - Darren - -1 - -1 - - - 88 - Maria - -1 - -1 - - - 89 - Angel - -1 - -1 - - - 90 - Joey - -1 - -1 - - - 91 - Tony - -1 - -1 - - - 92 - Frank - -1 - -1 - - - 93 - Spike - -1 - -1 - - - 94 - Damon - -1 - -1 - - - 95 - Kyle - -1 - -1 - - - 96 - Micky - -1 - -1 - - - 97 - Skyrider - -1 - -1 - - - 98 - Pablo - -1 - -1 - - - 99 - Sal - -1 - -1 - - - 100 - Father - -1 - -1 - - - 101 - Fatima - -1 - -1 - - - 102 - Warden - -1 - -1 - - - 103 - Gordon - -1 - -1 - - - 104 - Gabby - -1 - -1 - - - 105 - Ernest - -1 - -1 - - - 106 - Fred - -1 - -1 - - - 107 - Madame - -1 - -1 - - - 108 - Yanni - -1 - -1 - - - 109 - Martha - -1 - -1 - - - 110 - Joe - -1 - -1 - - - 111 - Jasmin - -1 - -1 - - - 112 - Charlie - -1 - -1 - - - 113 - Jake - -1 - -1 - - - 114 - Pacos - -1 - -1 - - - 115 - Dave - -1 - -1 - - - 116 - Skipper - -1 - -1 - - - 117 - Hans - -1 - -1 - - - 118 - John - -1 - -1 - - - 119 - Mary - -1 - -1 - - - 120 - General - -1 - -1 - - - 121 - Sergeant - -1 - -1 - - - 122 - Armand - -1 - -1 - - - 123 - Lora - -1 - -1 - - - 124 - Franz - -1 - -1 - - - 125 - Howard - -1 - -1 - - - 126 - Sam - -1 - -1 - - - 127 - Eldin - -1 - -1 - - - 128 - Arnie - -1 - -1 - - - 129 - Tina - -1 - -1 - - - 130 - Fredo - -1 - -1 - - - 131 - Walter - -1 - -1 - - - 132 - Jenny - -1 - -1 - - - 133 - Billy - -1 - -1 - - - 134 - Brewster - -1 - -1 - - - 135 - Elliot - -1 - -1 - - - 136 - Derek - -1 - -1 - - - 137 - Oliver - -1 - -1 - - - 138 - Waldo - -1 - -1 - - - 139 - Doreen - -1 - -1 - - - 140 - Jim - -1 - -1 - - - 141 - Jack - -1 - -1 - - - 142 - Olaf - -1 - -1 - - - 143 - Ray - -1 - -1 - - - 144 - Olga - -1 - -1 - - - 145 - Tyrone - -1 - -1 - - - 146 - MadLab - -1 - -1 - - - 147 - Keith - -1 - -1 - - - 148 - Matt - -1 - -1 - - - 149 - Mike - -1 - -1 - - - 150 - Daryl - -1 - -1 - - - 151 - Herve - -1 - -1 - - - 152 - Peter - -1 - -1 - - - 153 - Alberto - -1 - -1 - - - 154 - Carlo - -1 - -1 - - - 155 - Manny - -1 - -1 - - - 156 - Oswald - -1 - -1 - - - 157 - Calvin - -1 - -1 - - - 158 - Carl - -1 - -1 - - - 159 - Speck... - -1 - -1 - - - 160 - Hummer - -1 - -1 - - - 161 - El Dorado - -1 - -1 - - - 162 - Truck - -1 - -1 - - - 163 - - -1 - -1 - 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25 - 1 - Charlene "Raven" Higgens - Raven - 25 - 8 - 11 - 7 - 28 - 0 - 0 - 3000 - 2000 - BLUEPANTS - BLUEVEST - PINKSKIN - BLONDHEAD - 1 - 3 - 0 - 0 - 7 - 0 - 6 - 25 - 50 - 85 - 85 - 68 - 76 - 92 - 77 - 94 - 5 - 19 - 17 - 5 - 2 - 0 - 4 - 8 - 1 - 19 - 13 - 24 - -1 - -1 - -1 - -1 - 19 - 24 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1800 - 11000 - 19000 - 1 - 2200 - 4867 - 26 - 28 - 1 - 120 - 100 - 70 - 175 - 0 - 0 - 0 - 0 - 0 - 0 - - - 26 - 1 - Kirk "Static" Stevenson - Static - 26 - 9 - 11 - 7 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - PURPLESHIRT - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 1 - 1 - 5 - 10 - 71 - 66 - 79 - 79 - 59 - 66 - 95 - 60 - 86 - 28 - 15 - 17 - 99 - 4 - 0 - 3 - 4 - 8 - 13 - 0 - 47 - 19 - -1 - -1 - -1 - -1 - 0 - 46 - 2 - 30 - 88 - -1 - 0 - -1 - 0 - -1 - 0 - 43 - 20 - 2500 - 15000 - 25000 - 1 - 3200 - 2799 - 25 - 28 - 0 - 140 - 100 - 50 - 115 - 0 - 0 - 0 - 0 - 0 - 0 - - - 27 - 1 - Corp. Len Anderson - Len - 27 - 8 - 7 - 8 - 23 - 0 - 0 - 3000 - 2000 - GREENPANTS - BLUEVEST - BLACKSKIN - WHITEHEAD - 0 - 0 - 0 - 0 - 4 - 0 - 7 - 39 - 21 - 89 - 89 - 77 - 80 - 88 - 83 - 83 - 47 - 61 - 35 - 54 - 7 - 1 - 8 - 6 - 7 - 1 - 18 - 4 - -1 - -1 - -1 - -1 - 33 - 66 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 49 - 30 - 2400 - 15000 - 28000 - 1 - 3100 - 3612 - 25 - 29 - 1 - 110 - 200 - 100 - 150 - 0 - 0 - 0 - 0 - 0 - 0 - - - 28 - 1 - Dr. Daniel Quinten - Danny - 28 - 7 - 11 - 7 - 25 - 0 - 0 - 3000 - 2000 - GREENPANTS - GREENVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 8 - 51 - 11 - 99 - 99 - 73 - 99 - 79 - 91 - 61 - 0 - 10 - 88 - 12 - 3 - 0 - 10 - 0 - 9 - 9 - 10 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - 8 - 50 - 50 - 28 - -1 - 0 - -1 - 0 - -1 - 0 - 40 - 10 - 1300 - 8000 - 14000 - 1 - 2700 - 3215 - 25 - 15 - 1 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 29 - 1 - Earl "Magic" Walker - Magic - 29 - 6 - 12 - 8 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - JEANVEST - DARKSKIN - BROWNHEAD - 0 - 1 - 0 - 6 - 9 - 0 - 8 - 44 - 39 - 95 - 95 - 92 - 99 - 98 - 80 - 94 - 27 - 16 - 24 - 91 - 5 - 0 - 1 - 9 - 8 - 15 - 14 - 1 - 18 - -1 - -1 - -1 - -1 - 0 - 17 - 34 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 50 - 2 - 5500 - 35000 - 65000 - 1 - 5500 - 6081 - 23 - 30 - 0 - 65 - 110 - 180 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 30 - 1 - Stephen Rothman - Stephen - 30 - 8 - 12 - 8 - 28 - 0 - 0 - 3000 - 2000 - GREENPANTS - greyVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 7 - 4 - 0 - 7 - 49 - 27 - 97 - 97 - 80 - 71 - 78 - 94 - 82 - 66 - 59 - 15 - 15 - 5 - 0 - 4 - 6 - 7 - 13 - 18 - -1 - -1 - -1 - -1 - -1 - 39 - 14 - 26 - 88 - 47 - 18 - -1 - 0 - -1 - 0 - -1 - 0 - 34 - 70 - 1500 - 10000 - 17000 - 1 - 2500 - 1920 - 20 - 19 - 0 - 150 - 100 - 100 - 200 - 0 - 0 - 0 - 0 - 0 - 0 - - - 31 - 1 - Robert James Sullivan - Scully - 31 - 9 - 11 - 8 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - BLUEVEST - PINKSKIN - BLONDHEAD - 0 - 1 - 0 - 1 - 1 - 0 - 9 - 40 - 69 - 90 - 90 - 85 - 90 - 96 - 93 - 92 - 66 - 70 - 36 - 61 - 5 - 0 - 13 - 13 - 12 - 11 - 15 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 4800 - 30000 - 63000 - 1 - 4600 - 5114 - 23 - 30 - 0 - 200 - 100 - 150 - 175 - 0 - 0 - 0 - 0 - 0 - 0 - - - 32 - 1 - J.P. "La Malice" Viau - Malice - 32 - 8 - 10 - 8 - 28 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - GREENVEST - PINKSKIN - BLACKHEAD - 0 - 0 - 0 - 5 - 7 - 0 - 10 - 95 - 101 - 83 - 83 - 89 - 81 - 97 - 55 - 83 - 16 - 13 - 12 - 14 - 3 - 0 - 13 - 2 - 6 - 11 - 16 - 14 - 19 - -1 - -1 - -1 - 39 - 24 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1200 - 6000 - 10000 - 0 - 0 - 2270 - 20 - 19 - 0 - 90 - 90 - 130 - 90 - 0 - 0 - 0 - 0 - 0 - 0 - - - 33 - 1 - Dr Q. Huaong - Dr. Q - 33 - 8 - 12 - 8 - 28 - 0 - 0 - 3000 - 2000 - GREENPANTS - BLACKSHIRT - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 4 - 8 - 0 - 6 - 22 - 20 - 88 - 88 - 73 - 92 - 81 - 91 - 60 - 20 - 26 - 87 - 19 - 3 - 0 - 12 - 4 - 6 - 6 - 9 - -1 - -1 - -1 - -1 - -1 - 4 - 74 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1500 - 7500 - 13000 - 0 - 0 - 2588 - 20 - 16 - 0 - 80 - 80 - 150 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 34 - 1 - Edgar "Nails" Smorth - Nails - 34 - 7 - 11 - 8 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - BLACKSHIRT - TANSKIN - BROWNHEAD - 0 - 1 - 0 - 0 - 9 - 3 - 10 - 94 - 49 - 72 - 72 - 90 - 60 - 88 - 79 - 84 - 78 - 24 - 11 - 63 - 4 - 0 - 1 - 0 - 8 - 17 - 0 - 14 - -1 - -1 - -1 - -1 - 21 - 40 - 40 - 28 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1800 - 10000 - 16000 - 0 - 0 - 2247 - 2 - 28 - 0 - 100 - 130 - 140 - 75 - 0 - 0 - 0 - 0 - 0 - 0 - - - 35 - 1 - Thor Kaufman - Thor - 35 - 7 - 6 - 8 - 25 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - GREENVEST - TANSKIN - dirtblnde - 0 - 0 - 0 - 1 - 1 - 0 - 7 - 40 - 16 - 96 - 96 - 89 - 83 - 84 - 97 - 74 - 11 - 61 - 70 - 35 - 3 - 0 - 2 - 9 - 9 - 14 - 6 - 18 - 26 - -1 - -1 - -1 - 19 - 100 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1750 - 10000 - 15000 - 0 - 0 - 2564 - 20 - 15 - 0 - 210 - 140 - 70 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 36 - 1 - Sheila "Scope" Sterling - Scope - 36 - 8 - 11 - 8 - 28 - 0 - 0 - 3000 - 2000 - TANPANTS - BLUEVEST - PINKSKIN - BLONDHEAD - 1 - 3 - 0 - 1 - 1 - 0 - 7 - 35 - 33 - 87 - 87 - 64 - 89 - 76 - 81 - 99 - 21 - 39 - 17 - 4 - 5 - 0 - 4 - 6 - 3 - 13 - 18 - 15 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 2900 - 19000 - 35000 - 1 - 3400 - 7291 - 25 - 47 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 37 - 1 - Peter "Wolf" Sanderson - Wolf - 37 - 8 - 10 - 7 - 28 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - BROWNVEST - PINKSKIN - BROWNHEAD - 0 - 1 - 0 - 4 - 2 - 0 - 8 - 44 - 24 - 90 - 90 - 85 - 83 - 86 - 76 - 79 - 40 - 22 - 48 - 65 - 3 - 0 - 6 - 4 - 16 - 13 - 18 - 14 - 2 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 49 - 52 - 1400 - 8000 - 14000 - 1 - 2500 - 3819 - 25 - 22 - 0 - 100 - 100 - 100 - 180 - 0 - 0 - 0 - 0 - 0 - 0 - - - 38 - 1 - Dr. Michael Dawson - MD - 38 - 8 - 9 - 7 - 28 - 0 - 0 - 3000 - 2000 - BLUEPANTS - WHITEVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 3 - 3 - 1 - 7 - 41 - 9 - 72 - 72 - 76 - 62 - 78 - 94 - 66 - 0 - 4 - 80 - 7 - 1 - 0 - 13 - 6 - 9 - 11 - 18 - -1 - -1 - -1 - -1 - -1 - 28 - 14 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 500 - 3000 - 5000 - 1 - 1100 - 1268 - 14 - 14 - 1 - 125 - 100 - 10 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 39 - 1 - Norma "Meltdown" Jessop - Meltdown - 39 - 8 - 10 - 8 - 28 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - PINKSKIN - BROWNHEAD - 1 - 3 - 0 - 5 - 11 - 0 - 5 - 99 - 101 - 78 - 78 - 76 - 74 - 84 - 82 - 83 - 40 - 24 - 3 - 22 - 3 - 0 - 7 - 10 - 2 - 10 - 5 - -1 - -1 - -1 - -1 - -1 - 30 - 48 - 40 - 2 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 44 - 2 - 800 - 4900 - 9000 - 1 - 1600 - 2230 - 20 - 16 - 0 - 20 - 100 - 230 - 60 - 0 - 0 - 0 - 0 - 0 - 0 - - - 40 - 2 - Biff Apscott - Biff - 40 - 8 - 8 - 8 - 28 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - REDHEAD - 0 - 0 - 0 - 9 - 1 - 2 - 10 - 101 - 101 - 73 - 73 - 41 - 74 - 71 - 58 - 57 - 4 - 13 - 24 - 0 - 2 - 0 - 6 - 0 - 18 - 0 - 0 - 46 - -1 - -1 - -1 - -1 - 44 - 10 - 47 - 4 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 200 - 0 - 0 - 0 - 0 - 1418 - 20 - 14 - 1 - 70 - 50 - 0 - 10 - 0 - 0 - 0 - 0 - 0 - 0 - - - 41 - 2 - Frankie "Haywire" Gordon - Haywire - 41 - 8 - 9 - 8 - 28 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - greyVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 5 - 7 - 7 - 6 - 101 - 101 - 65 - 65 - 71 - 59 - 76 - 58 - 48 - 31 - 1 - 2 - 8 - 1 - 0 - 8 - 13 - 11 - 1 - 0 - 43 - -1 - -1 - -1 - -1 - 49 - 6 - 40 - 28 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 150 - 0 - 0 - 0 - 0 - 728 - -1 - 14 - 0 - 10 - 10 - 350 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 42 - 2 - Doug "Gasket" Milton - Gasket - 42 - 9 - 6 - 9 - 23 - 0 - 0 - 3000 - 2000 - JEANPANTS - greyVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 8 - 7 - 6 - 10 - 101 - 101 - 72 - 72 - 68 - 61 - 89 - 49 - 44 - 8 - 3 - 0 - 82 - 1 - 0 - 1 - 0 - 8 - 0 - 0 - 4 - -1 - -1 - -1 - -1 - -1 - 0 - 7 - 14 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 9 - 14 - 200 - 0 - 0 - 0 - 0 - 1640 - 20 - 16 - 0 - 75 - 100 - 100 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 43 - 2 - Bill "Razor" Lamont - Razor - 43 - 8 - 6 - 8 - 25 - 0 - 0 - 3000 - 2000 - BLUEPANTS - BLACKSHIRT - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 5 - 11 - 7 - 3 - 101 - 101 - 73 - 73 - 86 - 88 - 91 - 53 - 50 - 11 - 4 - 12 - 8 - 2 - 0 - 13 - 13 - 11 - 12 - 15 - 41 - -1 - -1 - -1 - -1 - 13 - 14 - 44 - 2 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 40 - 2 - 150 - 0 - 0 - 0 - 0 - 1420 - 20 - 16 - 0 - 0 - 100 - 300 - 10 - 0 - 0 - 0 - 0 - 0 - 0 - - - 44 - 2 - Florence Gabriel - Flo - 44 - 9 - 7 - 8 - 25 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - YELLOWVEST - PINKSKIN - BROWNHEAD - 1 - 3 - 0 - 9 - 10 - 2 - 11 - 101 - 101 - 58 - 58 - 45 - 37 - 64 - 82 - 38 - 2 - 1 - 19 - 7 - 1 - 0 - 6 - 0 - 18 - 0 - 0 - 40 - -1 - -1 - -1 - -1 - 2 - 20 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 39 - 20 - 100 - 0 - 0 - 0 - 0 - 808 - -1 - 14 - 1 - 80 - 10 - 0 - 60 - 0 - 0 - 0 - 0 - 0 - 0 - - - 45 - 2 - Tim "Gumpy" Hillman - Gumpy - 45 - 12 - 9 - 9 - 25 - 0 - 0 - 3000 - 2000 - TANPANTS - GYELLOWSHIRT - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 4 - 5 - 1 - 9 - 101 - 101 - 67 - 67 - 70 - 45 - 67 - 94 - 44 - 56 - 11 - 9 - 0 - 1 - 0 - 3 - 0 - 17 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 150 - 0 - 0 - 0 - 0 - 1328 - 20 - 14 - 1 - 100 - 100 - 50 - 75 - 0 - 0 - 0 - 0 - 0 - 0 - - - 46 - 2 - Larry Roachburn - Larry - 46 - 5 - 7 - 5 - 24 - 0 - 0 - 3000 - 2000 - GREENPANTS - WHITEVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 1 - 1 - 0 - 7 - 101 - 101 - 69 - 69 - 67 - 87 - 79 - 70 - 70 - 92 - 18 - 70 - 14 - 3 - 0 - 9 - 1 - 8 - 9 - 14 - 40 - -1 - -1 - -1 - -1 - 44 - 60 - 26 - 4 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 8 - 10 - 700 - 0 - 0 - 0 - 0 - 1385 - 20 - 16 - 1 - 100 - 100 - 100 - 90 - 0 - 0 - 0 - 0 - 0 - 0 - - - 47 - 2 - Larry Roachburn - Larry - 47 - 5 - 6 - 6 - 24 - 0 - 0 - 3000 - 2000 - GREENPANTS - WHITEVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 2 - 2 - 6 - 12 - 101 - 101 - 69 - 69 - 35 - 72 - 54 - 58 - 50 - 82 - 4 - 49 - 7 - 1 - 2 - 0 - 0 - 0 - 0 - 0 - 26 - -1 - -1 - -1 - -1 - 8 - 2 - 40 - 8 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 44 - 8 - 700 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 200 - 100 - 40 - 20 - 0 - 0 - 0 - 0 - 0 - 0 - - - 48 - 2 - Jim "Cougar" Wallace - Cougar - 48 - 8 - 8 - 7 - 25 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - dirtblnde - 0 - 0 - 0 - 8 - 9 - 0 - 6 - 101 - 101 - 88 - 88 - 87 - 83 - 79 - 75 - 93 - 45 - 31 - 33 - 58 - 5 - 0 - 8 - 9 - 1 - 14 - 19 - 37 - 27 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 2000 - 0 - 0 - 0 - 0 - 2016 - 20 - 21 - 0 - 180 - 130 - 160 - 140 - 0 - 0 - 0 - 0 - 0 - 0 - - - 49 - 2 - Tim "Numb" Sutton - Numb - 49 - 7 - 8 - 7 - 26 - 0 - 0 - 3000 - 2000 - JEANPANTS - GYELLOWSHIRT - PINKSKIN - REDHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 8 - 101 - 101 - 84 - 84 - 78 - 72 - 61 - 70 - 88 - 13 - 10 - 30 - 9 - 3 - 0 - 4 - 12 - 6 - 6 - 13 - -1 - -1 - -1 - -1 - -1 - 32 - 84 - 15 - 22 - 4 - 64 - -1 - 0 - -1 - 0 - -1 - 0 - 36 - 26 - 900 - 0 - 0 - 0 - 0 - 1874 - 20 - 19 - 0 - 35 - 100 - 220 - 85 - 0 - 0 - 0 - 0 - 0 - 0 - - - 50 - 2 - Thorton "Bubba" Jones - Bubba - 50 - 5 - 3 - 4 - 23 - 0 - 0 - 3000 - 2000 - JEANPANTS - JEANVEST - TANSKIN - BLACKHEAD - 0 - 1 - 0 - 5 - 7 - 0 - 10 - 101 - 101 - 86 - 86 - 98 - 54 - 68 - 29 - 77 - 61 - 5 - 0 - 59 - 4 - 0 - 2 - 0 - 6 - 16 - 0 - 21 - -1 - -1 - -1 - -1 - 23 - 38 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 600 - 0 - 0 - 0 - 0 - 1430 - 20 - 16 - 0 - 0 - 100 - 250 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 51 - 6 - - PGmale1 - 51 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 52 - 6 - - PGmale2 - 52 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 53 - 6 - - PGmale3 - 53 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 54 - 6 - - PGLady1 - 54 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 3 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 55 - 6 - - PGLady2 - 55 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 3 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 56 - 6 - - PGLady3 - 56 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BLONDHEAD - 0 - 3 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 57 - 3 - Miguel Cordona - Miguel - 57 - 22 - 33 - 21 - 57 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 5 - 101 - 101 - 88 - 88 - 83 - 73 - 76 - 80 - 85 - 31 - 98 - 13 - 22 - 6 - 0 - 4 - 13 - 7 - 13 - 11 - 58 - 59 - -1 - -1 - -1 - 10 - 10 - 68 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 3396 - 20 - 30 - 1 - 300 - 200 - 150 - 350 - 10 - 1 - 1 - 1 - 1 - 90 - - - 58 - 3 - Carlos Dasouza - Carlos - 58 - 22 - 30 - 17 - 60 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 4 - 2 - 0 - 6 - 101 - 101 - 79 - 79 - 68 - 91 - 61 - 71 - 67 - 20 - 38 - 11 - 34 - 4 - 0 - 5 - 9 - 14 - 12 - 19 - 57 - 60 - -1 - -1 - -1 - 59 - 1 - 68 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 1648 - 20 - 22 - 1 - 200 - 150 - 100 - 200 - 10 - 1 - 1 - 1 - 1 - 85 - - - 59 - 3 - Ira Smythe - Ira - 59 - 21 - 31 - 20 - 60 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - TANSKIN - BROWNHEAD - 1 - 3 - 0 - 0 - 1 - 4 - 6 - 101 - 101 - 76 - 76 - 55 - 72 - 91 - 83 - 55 - 2 - 14 - 40 - 8 - 2 - 0 - 6 - 6 - 9 - 0 - 18 - 60 - 57 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 32 - 30 - 0 - 0 - 0 - 0 - 0 - 1348 - 14 - 14 - 1 - 100 - 135 - 10 - 100 - 10 - 1 - 1 - 1 - 1 - 70 - - - 60 - 3 - Dimitri Guzzo - Dimitri - 60 - 20 - 30 - 21 - 62 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 6 - 6 - 8 - 101 - 101 - 75 - 75 - 71 - 73 - 51 - 56 - 77 - 12 - 21 - 17 - 71 - 1 - 0 - 5 - 5 - 12 - 17 - 0 - 57 - 58 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 30 - 12 - 0 - 0 - 0 - 0 - 0 - 1498 - 20 - 16 - 1 - 70 - 40 - 35 - 45 - 10 - 1 - 0 - 1 - 1 - 79 - - - 61 - 3 - Devin Connell - Devin - 61 - 14 - 32 - 17 - 57 - 0 - 0 - 3000 - 2000 - JEANPANTS - JEANVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 9 - 101 - 101 - 73 - 73 - 71 - 61 - 88 - 72 - 67 - 96 - 11 - 2 - 34 - 3 - 0 - 3 - 13 - 17 - 11 - 0 - -1 - -1 - -1 - -1 - -1 - 11 - 15 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 17 - 2 - 800 - 0 - 0 - 0 - 0 - 2787 - 20 - 28 - 0 - 20 - 60 - 100 - 50 - 0 - 0 - 0 - 16 - 0 - 0 - - - 62 - 3 - Madlab's Robot - Robot - 62 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 21 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 95 - 95 - 30 - 50 - 30 - 5 - 80 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4300 - 25 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 63 - 3 - Hamous - Hamous - 63 - 21 - 30 - 20 - 55 - 0 - 0 - 3000 - 2000 - GREENPANTS - WHITEVEST - DARKSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 6 - 0 - 5 - 101 - 0 - 68 - 68 - 69 - 68 - 66 - 35 - 78 - 0 - 5 - 0 - 19 - 2 - 0 - 9 - 0 - 0 - 14 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 250 - 0 - 0 - 0 - 0 - 808 - -1 - 14 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 17 - 1 - 0 - - - 64 - 3 - Slay - Terry - 64 - 22 - 32 - 21 - 54 - 0 - 0 - 3000 - 2000 - GREENPANTS - WHITEVEST - PINKSKIN - BROWNHEAD - 0 - 17 - 0 - 0 - 2 - 4 - 7 - 101 - 101 - 80 - 80 - 77 - 76 - 78 - 59 - 93 - 34 - 16 - 10 - 44 - 4 - 0 - 14 - 8 - 3 - 3 - 1 - -1 - -1 - -1 - -1 - -1 - 29 - 18 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 44 - 1 - 0 - 0 - 0 - 0 - 0 - 4656 - 25 - 39 - 0 - 10 - 100 - 200 - 80 - 0 - 0 - 0 - 18 - 0 - 0 - - - 65 - 3 - Eskimo - Removed - RPC65 - 65 - 28 - 30 - 25 - 53 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 0 - 0 - 1 - 7 - 101 - 101 - 87 - 87 - 92 - 51 - 86 - 66 - 55 - 7 - 1 - 5 - 15 - 1 - 0 - 5 - 5 - 12 - 17 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 100 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 50 - 60 - 50 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 66 - 3 - Greg "Dynamo" Duncan - Dynamo - 66 - 21 - 29 - 20 - 54 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - BLACKSKIN - BLACKHEAD - 0 - 0 - 0 - 5 - 7 - 7 - 5 - 101 - 101 - 76 - 33 - 55 - 57 - 67 - 78 - 68 - 9 - 8 - 21 - 67 - 1 - 0 - 1 - 1 - 8 - 8 - 0 - 67 - -1 - -1 - -1 - -1 - 1 - 30 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 50 - 1 - 50 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 60 - 100 - 100 - 80 - 9 - 10 - 0 - 19 - 4 - 18 - - - 67 - 1 - Maveric - Maveric - 67 - 23 - 35 - 23 - 60 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 3 - 3 - 4 - 10 - 101 - 101 - 83 - 83 - 65 - 76 - 65 - 90 - 87 - 22 - 12 - 34 - 4 - 2 - 0 - 5 - 5 - 12 - 17 - 0 - 66 - -1 - -1 - -1 - -1 - 7 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 60 - 40 - 20 - 10 - 0 - 0 - 0 - 0 - 11 - 25 - - - 68 - 3 - Igmus "Iggy" Palkov - Iggy - 68 - 17 - 31 - 17 - 53 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - PINKSKIN - dirtblnde - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 88 - 88 - 85 - 81 - 79 - 71 - 87 - 21 - 15 - 33 - 42 - 5 - 0 - 7 - 7 - 2 - 2 - 0 - -1 - -1 - -1 - -1 - -1 - 7 - 21 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 13 - 9 - 1950 - 0 - 0 - 0 - 0 - 10014 - 25 - 57 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 10 - 12 - - - 69 - 3 - Dr. Vincent Beaumont - Vince - 69 - 21 - 32 - 20 - 56 - 0 - 0 - 3000 - 2000 - GREENPANTS - GREENVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 3 - 3 - 8 - 101 - 101 - 94 - 94 - 69 - 49 - 92 - 94 - 35 - 3 - 33 - 94 - 13 - 2 - 0 - 6 - 10 - 9 - 10 - 18 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 500 - 0 - 0 - 0 - 0 - 640 - -1 - -1 - 1 - 140 - 120 - 50 - 100 - 8 - 6 - 0 - 8 - 6 - 30 - - - 70 - 3 - Lt. Conrad Gillitt - Conrad - 70 - 13 - 31 - 15 - 53 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 7 - 4 - 4 - 5 - 101 - 101 - 76 - 76 - 81 - 69 - 84 - 88 - 95 - 68 - 51 - 49 - 22 - 5 - 0 - 6 - 8 - 1 - 1 - 18 - 68 - -1 - -1 - -1 - -1 - 30 - 24 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 47 - 3 - 5500 - 0 - 0 - 0 - 0 - 3129 - 25 - 31 - 0 - 30 - 200 - 160 - 110 - 13 - 8 - 0 - 0 - 3 - 25 - - - 71 - 3 - - RPC71 - 71 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - - - - - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 72 - 3 - Kevin "Maddog" Cameron - Maddog - 72 - 21 - 29 - 21 - 52 - 0 - 0 - 3000 - 2000 - GREENPANTS - greyVEST - PINKSKIN - redbrown - 0 - 0 - 0 - 5 - 7 - 7 - 10 - 101 - 101 - 91 - 91 - 78 - 91 - 92 - 56 - 66 - 18 - 8 - 7 - 68 - 1 - 0 - 1 - 1 - 8 - 8 - 0 - -1 - -1 - -1 - -1 - -1 - 14 - 2 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 3543 - -1 - 59 - 0 - 60 - 90 - 150 - 40 - 6 - 9 - 0 - 12 - 8 - 60 - - - 73 - 3 - Darrel Jr. - Darrel - 73 - 22 - 27 - 22 - 57 - 0 - 0 - 1000 - 2000 - JEANPANTS - REDVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 6 - 0 - 7 - 101 - 0 - 85 - 85 - 78 - 70 - 70 - 12 - 91 - 0 - 3 - 0 - 0 - 2 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 1973 - 25 - 22 - 0 - 100 - 100 - 100 - 100 - 10 - 6 - 0 - 10 - 0 - 0 - - - 74 - 3 - Alish Perkopoulos - Perko - 74 - 22 - 29 - 22 - 55 - 0 - 0 - 3000 - 2000 - GREENPANTS - BLUEVEST - PINKSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 65 - 65 - 62 - 57 - 79 - 76 - 45 - 10 - 22 - 20 - 80 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 650 - 20 - -1 - 1 - 100 - 100 - 100 - 100 - 9 - 7 - 0 - 0 - 6 - 0 - - - 75 - 4 - Queen Deidranna - Deidranna - 75 - 20 - 32 - 20 - 52 - 0 - 0 - 3000 - 2000 - TANPANTS - BLACKSHIRT - TANSKIN - BROWNHEAD - 1 - 3 - 0 - 5 - 7 - 7 - 7 - 101 - 101 - 90 - 90 - 60 - 85 - 88 - 91 - 90 - 12 - 99 - 10 - 10 - 2 - 0 - 8 - 8 - 1 - 1 - 16 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 14519 - 29 - 57 - 0 - 100 - 100 - 100 - 100 - 3 - 16 - 0 - 14 - 10 - 0 - - - 76 - 4 - Auntie - Auntie - 76 - 22 - 30 - 22 - 55 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - greyVEST - BLACKSKIN - BLACKHEAD - 1 - 14 - 0 - 0 - 0 - 2 - 7 - 101 - 101 - 55 - 55 - 38 - 31 - 54 - 72 - 30 - 0 - 2 - 14 - 4 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 14 - 9 - 0 - 0 - 3 - 60 - - - 77 - 4 - Enrico Chivaldori - Enrico - 77 - 15 - 32 - 16 - 58 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - GREENVEST - TANSKIN - BLACKHEAD - 0 - 12 - 0 - 1 - 1 - 0 - 7 - 101 - 101 - 88 - 88 - 69 - 52 - 57 - 89 - 48 - 0 - 91 - 11 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 10 - 70 - - - 78 - 4 - Carmen Dancio - Carmen - 78 - 21 - 31 - 22 - 57 - 0 - 0 - 3000 - 2000 - JEANPANTS - BROWNVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 7 - 101 - 101 - 84 - 84 - 81 - 86 - 77 - 77 - 93 - 34 - 7 - 25 - 13 - 4 - 0 - 8 - 8 - 1 - 1 - 11 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 2937 - 25 - 29 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 79 - 4 - Joseph Papanus - Joe - 79 - 23 - 33 - 22 - 55 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 5 - 7 - 0 - 7 - 101 - 101 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 17 - 47 - 22 - 9 - 0 - 8 - 12 - 1 - 6 - 6 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 10149 - 29 - 54 - 0 - 100 - 100 - 100 - 100 - 3 - 16 - 0 - 14 - 10 - 35 - - - 80 - 4 - Dr. Steven Willis - Steve - 80 - 21 - 32 - 21 - 55 - 0 - 0 - 3000 - 2000 - GREENPANTS - GREENVEST - TANSKIN - dirtblnde - 0 - 12 - 0 - 1 - 1 - 0 - 7 - 101 - 101 - 93 - 93 - 73 - 84 - 92 - 95 - 16 - 1 - 37 - 94 - 18 - 1 - 0 - 13 - 13 - 6 - 11 - 16 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 300 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 8 - 6 - 0 - 8 - 6 - 53 - - - 81 - 4 - Ricardo "Rat" Grimaldo - Rat - 81 - 18 - 32 - 19 - 57 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - WHITEHEAD - 0 - 0 - 0 - 4 - 11 - 0 - 5 - 101 - 101 - 68 - 68 - 75 - 82 - 91 - 79 - 70 - 7 - 3 - 14 - 27 - 1 - 0 - 10 - 13 - 11 - 10 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - 57 - 0 - 59 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 300 - 0 - 0 - 0 - 0 - 1 - -1 - -1 - 0 - 10 - 60 - 140 - 20 - 0 - 0 - 0 - 0 - 0 - 0 - - - 82 - 4 - MoM - Annie - 82 - 21 - 32 - 21 - 54 - 0 - 0 - 3000 - 2000 - BLACKPANTS - GREENVEST - TANSKIN - REDHEAD - 1 - 3 - 0 - 5 - 7 - 7 - 7 - 101 - 101 - 67 - 67 - 66 - 34 - 73 - 68 - 53 - 68 - 4 - 40 - 13 - 3 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 5471 - 25 - 37 - 0 - 100 - 100 - 100 - 100 - 8 - 7 - 0 - 0 - 0 - 0 - - - 83 - 4 - Imposter - Chris - 83 - 21 - 30 - 20 - 56 - 0 - 0 - 3000 - 2000 - JEANPANTS - GREENVEST - TANSKIN - redbrown - 0 - 1 - 1 - 2 - 2 - 0 - 7 - 101 - 0 - 85 - 85 - 77 - 81 - 78 - 58 - 90 - 57 - 51 - 4 - 33 - 4 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 3429 - 25 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 0 - 0 - - - 84 - 4 - Bob - Bob - 84 - 21 - 32 - 20 - 59 - 0 - 0 - 1000 - 1000 - BEIGEPANTS - greyVEST - PINKSKIN - BROWNHEAD - 0 - 17 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 72 - 35 - 22 - 33 - 41 - 77 - 45 - 0 - 1 - 5 - 30 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 3 - 0 - - - 85 - 4 - Brenda Drake - Brenda - 85 - 24 - 32 - 21 - 57 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BLACKSHIRT - PINKSKIN - REDHEAD - 1 - 13 - 0 - 8 - 9 - 0 - 7 - 101 - 101 - 72 - 72 - 84 - 46 - 70 - 71 - 66 - 23 - 1 - 19 - 70 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 5 - 3 - 0 - 0 - 7 - 36 - - - 86 - 4 - Peter "Kingpin" Klauss - Kingpin - 86 - 24 - 31 - 23 - 55 - 0 - 0 - 3000 - 2000 - BLACKPANTS - REDVEST - PINKSKIN - BLACKHEAD - 0 - 0 - 0 - 6 - 4 - 0 - 7 - 101 - 101 - 82 - 82 - 84 - 61 - 76 - 95 - 89 - 22 - 50 - 5 - 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0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 5 - 3 - 0 - 4 - 10 - 20 - - - 89 - 4 - Angel Dasilva - Angel - 89 - 30 - 31 - 28 - 58 - 0 - 0 - 3000 - 2000 - BLUEPANTS - BLACKSHIRT - TANSKIN - BLACKHEAD - 0 - 12 - 0 - 0 - 1 - 0 - 7 - 101 - 101 - 83 - 83 - 67 - 89 - 51 - 71 - 32 - 0 - 4 - 2 - 13 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 1150 - 20 - -1 - 1 - 100 - 100 - 100 - 100 - 6 - 3 - 0 - 4 - 10 - 42 - - - 90 - 4 - Joey Graham - Joey - 90 - 22 - 32 - 21 - 54 - 0 - 0 - 3000 - 2000 - JEANPANTS - YELLOWVEST - PINKSKIN - BROWNHEAD - 0 - 12 - 0 - 2 - 2 - 0 - 7 - 101 - 101 - 98 - 98 - 60 - 95 - 86 - 71 - 14 - 3 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 20 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 15 - 6 - 5 - - - 91 - 4 - Tony - Tony - 91 - 21 - 31 - 21 - 60 - 0 - 0 - 3000 - 2000 - TANPANTS - WHITEVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 4 - 8 - 0 - 7 - 101 - 101 - 77 - 77 - 83 - 60 - 84 - 76 - 97 - 31 - 6 - 16 - 90 - 5 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4857 - 23 - 31 - 0 - 100 - 100 - 100 - 100 - 5 - 3 - 0 - 3 - 7 - 0 - - - 92 - 4 - Frank - Frank - 92 - 14 - 32 - 14 - 58 - 0 - 0 - 3000 - 2000 - TANPANTS - BLACKSHIRT - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 1 - 1 - 0 - 7 - 101 - 101 - 84 - 84 - 92 - 55 - 92 - 71 - 70 - 6 - 9 - 10 - 13 - 2 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 2187 - 25 - 19 - 0 - 100 - 100 - 100 - 100 - 5 - 3 - 0 - 2 - 7 - 0 - - - 93 - 4 - Spike - Spike - 93 - 21 - 31 - 20 - 54 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BLUEVEST - PINKSKIN - redbrown - 0 - 1 - 0 - 5 - 7 - 0 - 7 - 101 - 101 - 88 - 88 - 98 - 59 - 43 - 44 - 93 - 45 - 1 - 10 - 16 - 4 - 1 - 2 - 2 - 6 - 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44 - 78 - 60 - 22 - 30 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 3 - 16 - 0 - 14 - 3 - 0 - - - 136 - 4 - Part of crowd for end game - Derek - 136 - 22 - 27 - 22 - 53 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - BROWNVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 66 - 66 - 30 - 30 - 30 - 30 - 0 - 0 - 30 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 10 - 0 - - - 137 - 4 - Part of endgame crowd - Oliver - 137 - 22 - 31 - 21 - 57 - 0 - 0 - 3000 - 2000 - GREENPANTS - REDVEST - PINKSKIN - redbrown - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 59 - 59 - 30 - 30 - 30 - 30 - 30 - 30 - 30 - 30 - 30 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 10 - 0 - - - 138 - 4 - Waldo Zimmer - Waldo - 138 - 21 - 32 - 20 - 59 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - PINKSKIN - redbrown - 0 - 12 - 0 - 1 - 1 - 0 - 7 - 101 - 0 - 68 - 68 - 67 - 55 - 88 - 51 - 10 - 1 - 2 - 4 - 87 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 13 - 2 - 0 - 0 - 2 - 29 - - - 139 - 4 - Doreen Harrows - Doreen - 139 - 22 - 33 - 22 - 55 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - dirtblnde - 1 - 13 - 0 - 2 - 2 - 0 - 7 - 101 - 101 - 73 - 73 - 66 - 72 - 80 - 76 - 28 - 0 - 1 - 8 - 39 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 90 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 13 - 3 - 0 - 0 - 2 - 30 - - - 140 - 4 - Jim Perry - Jim - 140 - 14 - 25 - 18 - 54 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 87 - 87 - 86 - 93 - 72 - 42 - 78 - 58 - 43 - 14 - 12 - 6 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4239 - 29 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 9 - 0 - - - 141 - 4 - Jack Remington - Jack - 141 - 24 - 25 - 23 - 56 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 90 - 90 - 82 - 78 - 90 - 76 - 92 - 87 - 14 - 12 - 11 - 5 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4239 - 29 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 8 - 0 - - - 142 - 4 - Olaf Helinski - Olaf - 142 - 29 - 28 - 24 - 56 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - redbrown - 0 - 1 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 84 - 84 - 88 - 81 - 78 - 45 - 79 - 44 - 31 - 45 - 18 - 7 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4789 - 29 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 11 - 0 - - - 143 - 4 - Ray Baker - Ray - 143 - 24 - 28 - 22 - 54 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - PINKSKIN - dirtblnde - 0 - 1 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 97 - 97 - 72 - 91 - 88 - 67 - 98 - 60 - 30 - 30 - 30 - 6 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 3689 - 28 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 4 - 0 - - - 144 - 4 - Olga Statova - Olga - 144 - 28 - 28 - 25 - 53 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - TANSKIN - BROWNHEAD - 0 - 3 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 90 - 90 - 79 - 72 - 68 - 62 - 99 - 67 - 45 - 32 - 32 - 6 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 4189 - 28 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 4 - 0 - - - 145 - 4 - Tyrone Banks - Tyrone - 145 - 22 - 27 - 22 - 55 - 0 - 0 - 3000 - 2000 - BLACKPANTS - greyVEST - BLACKSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 88 - 88 - 88 - 88 - 88 - 78 - 88 - 88 - 58 - 88 - 88 - 8 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 3289 - 25 - 31 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 4 - 0 - - - 146 - 4 - Dr. Nathaniel "MadLab" Kairns - MadLab - 146 - 21 - 32 - 20 - 55 - 0 - 0 - 3000 - 2000 - BLUEPANTS - WHITEVEST - PINKSKIN - redbrown - 0 - 12 - 0 - 6 - 5 - 0 - 7 - 101 - 101 - 82 - 82 - 79 - 82 - 84 - 93 - 60 - 2 - 13 - 35 - 17 - 1 - 0 - 6 - 6 - 8 - 8 - 18 - -1 - -1 - -1 - -1 - -1 - 33 - 20 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 34 - 2 - 350 - 0 - 0 - 0 - 0 - 5500 - -1 - -1 - 1 - 40 - 80 - 40 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 147 - 4 - Keith Hemps - Keith - 147 - 22 - 28 - 21 - 59 - 0 - 0 - 3000 - 2000 - BLACKPANTS - YELLOWVEST - PINKSKIN - dirtblnde - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 87 - 87 - 80 - 74 - 70 - 70 - 33 - 5 - 2 - 2 - 67 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 1678 - 25 - 16 - 1 - 100 - 100 - 100 - 100 - 9 - 7 - 0 - 0 - 6 - 39 - - - 148 - 4 - Matt Duncan - Matt - 148 - 21 - 26 - 21 - 54 - 0 - 0 - 3000 - 2000 - BLUEPANTS - REDVEST - BLACKSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 83 - 83 - 85 - 92 - 90 - 81 - 27 - 60 - 10 - 17 - 70 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 100 - 100 - 100 - 100 - 14 - 9 - 0 - 0 - 3 - 20 - - - 149 - 4 - Mike - Mike - 149 - 19 - 31 - 19 - 55 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BLACKSHIRT - PINKSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 99 - 9 - 0 - 0 - 0 - 1 - 3 - 16 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 10129 - 27 - 37 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 1 - 0 - - - 150 - 4 - Daryl Hick - Daryl - 150 - 21 - 21 - 21 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - BLUEVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 73 - 73 - 69 - 57 - 68 - 55 - 79 - 13 - 11 - 9 - 33 - 2 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 1818 - 25 - 22 - 0 - 0 - 0 - 0 - 0 - 10 - 6 - 0 - 10 - 0 - 0 - - - 151 - 4 - Herve Santos - Herve - 151 - 24 - 28 - 22 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - REDVEST - TANSKIN - BLACKHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 77 - 77 - 70 - 80 - 78 - 70 - 35 - 0 - 1 - 5 - 14 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 13 - 3 - 0 - 0 - 0 - 0 - - - 152 - 4 - Peter Santos - Peter - 152 - 24 - 28 - 22 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - REDVEST - TANSKIN - BROWNHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 77 - 77 - 70 - 80 - 78 - 70 - 35 - 0 - 1 - 5 - 14 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 13 - 4 - 0 - 0 - 0 - 0 - - - 153 - 4 - Alberto Santos - Alberto - 153 - 24 - 28 - 22 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - REDVEST - TANSKIN - BROWNHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 77 - 77 - 70 - 80 - 78 - 70 - 35 - 0 - 1 - 5 - 14 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 6 - 3 - 0 - 0 - 7 - 0 - - - 154 - 4 - Carlo Santos - Carlo - 154 - 24 - 28 - 22 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - REDVEST - TANSKIN - BROWNHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 77 - 77 - 70 - 80 - 78 - 70 - 35 - 0 - 1 - 5 - 14 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 5 - 4 - 0 - 0 - 7 - 0 - - - 155 - 4 - Manny Santos - Manny - 155 - 23 - 30 - 23 - 54 - 0 - 0 - 3000 - 2000 - TANPANTS - REDVEST - TANSKIN - BROWNHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 101 - 67 - 67 - 90 - 60 - 58 - 40 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 2 - 8 - 0 - 0 - 4 - 0 - - - 156 - 4 - Oswald Johnston - Oswald - 156 - 15 - 24 - 15 - 56 - 0 - 0 - 3000 - 2000 - BLUEPANTS - REDVEST - BLACKSKIN - BLACKHEAD - 0 - 12 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 65 - 65 - 60 - 60 - 70 - 50 - 30 - 0 - 40 - 20 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 157 - 4 - Calvin Barkmore - Calvin - 157 - 29 - 19 - 29 - 51 - 0 - 0 - 3000 - 2000 - BLUEPANTS - greyVEST - TANSKIN - BROWNHEAD - 0 - 12 - 0 - 2 - 2 - 7 - 7 - 101 - 101 - 83 - 83 - 83 - 92 - 96 - 45 - 50 - 9 - 1 - 4 - 43 - 2 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 100 - 100 - 100 - 100 - 0 - 0 - 0 - 0 - 10 - 30 - - - 158 - 4 - Carl Tercel - Carl - 158 - 22 - 31 - 21 - 53 - 0 - 0 - 3000 - 2000 - BLUEPANTS - greyVEST - TANSKIN - WHITEHEAD - 0 - 12 - 0 - 0 - 0 - 2 - 7 - 101 - 101 - 68 - 68 - 66 - 57 - 71 - 73 - 34 - 80 - 12 - 8 - 38 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - 72 - 14 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 50 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 1 - 120 - 100 - 60 - 200 - 0 - 0 - 0 - 0 - 10 - 20 - - - 159 - 4 - - Speck... - 159 - 8 - 9 - 7 - 25 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 160 - 5 - Hummer - Hummer - 160 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 22 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 100 - 100 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 10 - 12 - 0 - 0 - 0 - 0 - - - 161 - 5 - El Dorado - El Dorado - 161 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 25 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 100 - 100 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 162 - 5 - Ice Cream Truck - Truck - 162 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 26 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 100 - 100 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 163 - 5 - - - 163 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - - - - - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 164 - 5 - - - 164 - 0 - 0 - 0 - 0 - 0 - 0 - 3000 - 2000 - - - - - 0 - 0 - 0 - 0 - 0 - 0 - 7 - 101 - 0 - 15 - 15 - 1 - 1 - 1 - 1 - 0 - 0 - 1 - 0 - 0 - 1 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 165 - 2 - Gaston Cavalier - Gaston - 165 - 13 - 5 - 10 - 25 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 6 - 12 - 4 - 7 - 101 - 101 - 88 - 88 - 84 - 82 - 96 - 80 - 94 - 21 - 28 - 23 - 22 - 6 - 0 - 4 - 14 - 3 - 3 - 13 - 14 - 17 - -1 - -1 - -1 - 23 - 6 - 32 - 8 - 44 - 8 - -1 - 0 - -1 - 0 - -1 - 0 - 40 - 10 - 2500 - 11500 - 22000 - 0 - 0 - 2530 - 20 - 22 - 0 - 50 - 100 - 100 - 80 - 0 - 0 - 0 - 0 - 0 - 0 - - - 166 - 2 - Lt. "Stogie" Horge - Stogie - 166 - 9 - 4 - 8 - 22 - 0 - 0 - 3000 - 2000 - TANPANTS - GREENVEST - PINKSKIN - BLACKHEAD - 0 - 1 - 1 - 5 - 7 - 0 - 7 - 101 - 101 - 98 - 98 - 96 - 78 - 84 - 77 - 89 - 43 - 33 - 11 - 74 - 7 - 0 - 7 - 7 - 2 - 2 - 16 - 21 - 40 - -1 - -1 - -1 - 16 - 12 - 5 - 10 - 39 - 8 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 3000 - 14000 - 25000 - 0 - 0 - 1708 - 20 - 22 - 1 - 50 - 150 - 200 - 200 - 0 - 0 - 0 - 0 - 0 - 0 - - - 167 - 2 - Tex Colburn - Tex - 167 - 3 - 6 - 3 - 23 - 0 - 0 - 3000 - 2000 - GREENPANTS - greyVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 0 - 12 - 3 - 7 - 101 - 101 - 81 - 81 - 70 - 77 - 74 - 52 - 88 - 2 - 3 - 4 - 44 - 4 - 0 - 10 - 15 - 4 - 5 - 10 - 14 - 46 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1000 - 0 - 0 - 0 - 0 - 2866 - 25 - 17 - 1 - 100 - 60 - 60 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 168 - 2 - Col. 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Leon Roachburn - Leon - 222 - 8 - 9 - 6 - 26 - 0 - 0 - 3000 - 2000 - GREENPANTS - greyVEST - TANSKIN - WHITEHEAD - 0 - 0 - 0 - 6 - 9 - 6 - 9 - 101 - 101 - 65 - 65 - 72 - 50 - 54 - 77 - 83 - 21 - 74 - 20 - 33 - 5 - 1 - 6 - 6 - 7 - 7 - 18 - 226 - -1 - -1 - -1 - -1 - -1 - 0 - 223 - 20 - 46 - 14 - -1 - 0 - -1 - 0 - -1 - 0 - 224 - 10 - 1600 - 0 - 0 - 0 - 0 - 798 - 23 - 22 - 1 - 70 - 100 - 35 - 75 - 0 - 0 - 0 - 0 - 0 - 0 - - - 223 - 2 - Gary Roachburn - Gary - 223 - 8 - 10 - 6 - 28 - 0 - 0 - 3000 - 2000 - GREENPANTS - WHITEVEST - TANSKIN - BROWNHEAD - 0 - 1 - 0 - 8 - 6 - 7 - 8 - 101 - 101 - 83 - 83 - 91 - 68 - 59 - 60 - 67 - 17 - 14 - 11 - 29 - 1 - 0 - 7 - 0 - 2 - 16 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - 46 - 12 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 430 - 0 - 0 - 0 - 0 - 540 - 23 - 22 - 0 - 70 - 100 - 35 - 75 - 0 - 0 - 0 - 0 - 0 - 0 - - - 224 - 2 - Megan "Sparky" Roachburn - Sparky - 224 - 7 - 9 - 9 - 28 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - PINKSKIN - BROWNHEAD - 1 - 3 - 0 - 9 - 12 - 4 - 11 - 101 - 101 - 52 - 52 - 41 - 68 - 88 - 51 - 47 - 28 - 8 - 0 - 86 - 1 - 0 - 3 - 0 - 8 - 0 - 0 - 46 - 223 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 370 - 0 - 0 - 0 - 0 - 404 - -1 - 14 - 1 - 80 - 10 - 0 - 60 - 0 - 0 - 0 - 0 - 0 - 0 - - - 225 - 2 - Mary Beth Wilkens - Beth - 225 - 9 - 9 - 9 - 29 - 0 - 0 - 3000 - 2000 - JEANPANTS - WHITEVEST - TANSKIN - BROWNHEAD - 1 - 3 - 0 - 1 - 5 - 2 - 9 - 101 - 101 - 77 - 77 - 62 - 90 - 36 - 80 - 55 - 0 - 20 - 44 - 22 - 1 - 0 - 6 - 0 - 9 - 18 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 410 - 0 - 0 - 0 - 0 - 404 - -1 - 14 - 1 - 80 - 10 - 0 - 60 - 0 - 0 - 0 - 0 - 0 - 0 - - - 226 - 2 - Samuel Garver - Sam - 226 - 3 - 7 - 6 - 27 - 0 - 0 - 3000 - 2000 - GREENPANTS - GREENVEST - PINKSKIN - WHITEHEAD - 0 - 0 - 0 - 1 - 1 - 4 - 10 - 101 - 101 - 75 - 75 - 58 - 58 - 55 - 91 - 86 - 22 - 33 - 11 - 65 - 4 - 1 - 13 - 13 - 4 - 11 - 18 - 222 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 7 - 20 - 1650 - 0 - 0 - 0 - 0 - 798 - 23 - 22 - 1 - 70 - 100 - 35 - 75 - 0 - 0 - 0 - 0 - 0 - 0 - - - 227 - 0 - - - 227 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 228 - 0 - - - 228 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - -1 - -1 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 229 - 2 - Manuel Rivas - Manuel - 229 - 14 - 2 - 13 - 22 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BROWNVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 3 - 101 - 101 - 76 - 76 - 76 - 72 - 91 - 83 - 78 - 22 - 45 - 40 - 8 - 4 - 0 - 9 - 9 - 4 - 14 - 15 - 59 - 60 - -1 - -1 - -1 - 58 - 10 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 100 - 0 - 0 - 0 - 0 - 866 - 25 - 17 - 1 - 100 - 60 - 60 - 50 - 0 - 0 - 0 - 0 - 0 - 0 - - - 230 - 1 - Glen "Boss" Hatchet - Boss - 230 - 7 - 9 - 7 - 27 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BLUEVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 5 - 7 - 0 - 8 - 42 - 48 - 80 - 80 - 88 - 76 - 84 - 71 - 84 - 53 - 14 - 9 - 99 - 3 - 0 - 2 - 3 - 8 - 8 - 6 - 243 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 3000 - 18400 - 32650 - 1 - 3100 - 1969 - 25 - 16 - 0 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 231 - 1 - Johnny "Snake" Edwards - Snake - 231 - 8 - 11 - 8 - 29 - 0 - 0 - 3000 - 2000 - BLACKPANTS - BLACKSHIRT - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 2 - 2 - 0 - 7 - 69 - 81 - 65 - 65 - 78 - 89 - 86 - 57 - 80 - 22 - 11 - 1 - 12 - 2 - 0 - 9 - 9 - 11 - 14 - 15 - 18 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1100 - 5700 - 11100 - 0 - 0 - 1252 - 25 - 16 - 0 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 232 - 1 - Alan "Spam" Webster - Spam - 232 - 7 - 9 - 7 - 28 - 0 - 0 - 3000 - 2000 - GREENPANTS - BROWNVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 3 - 3 - 0 - 5 - 26 - 26 - 85 - 85 - 88 - 97 - 79 - 88 - 78 - 19 - 41 - 42 - 75 - 3 - 0 - 9 - 3 - 9 - 8 - 14 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 3200 - 17500 - 30100 - 1 - 3300 - 1632 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 233 - 1 - Maj. Spike Scallion - Spike - 233 - 8 - 9 - 8 - 26 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - GREENVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 6 - 9 - 0 - 6 - 29 - 64 - 77 - 77 - 82 - 69 - 86 - 85 - 92 - 53 - 58 - 11 - 76 - 5 - 0 - 14 - 6 - 3 - 7 - 19 - 27 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 3900 - 23000 - 41000 - 1 - 3600 - 2202 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 234 - 1 - Jimmy Upton - Jimmy - 234 - 5 - 9 - 5 - 26 - 0 - 0 - 3000 - 2000 - BLUEPANTS - REDVEST - PINKSKIN - WHITEHEAD - 0 - 0 - 0 - 8 - 8 - 0 - 8 - 101 - 72 - 84 - 84 - 90 - 82 - 73 - 47 - 56 - 16 - 11 - 1 - 92 - 2 - 0 - 1 - 10 - 8 - 10 - 0 - 29 - -1 - -1 - -1 - -1 - -1 - 0 - 2 - 2 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1200 - 6600 - 10800 - 0 - 0 - 1045 - 25 - 16 - 0 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 235 - 1 - Timothy "Leech" Jenkins - Leech - 235 - 8 - 8 - 8 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - BROWNVEST - TANSKIN - BROWNHEAD - 0 - 0 - 0 - 8 - 11 - 0 - 10 - 101 - 101 - 63 - 63 - 66 - 58 - 70 - 54 - 98 - 17 - 9 - 9 - 10 - 2 - 0 - 14 - 0 - 3 - 4 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 700 - 4200 - 7700 - 1 - 900 - 1029 - 25 - 16 - 0 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 236 - 1 - Capt. Bob Adams - Bob - 236 - 8 - 8 - 8 - 27 - 0 - 0 - 3000 - 2000 - BLACKPANTS - GREENVEST - TANSKIN - WHITEHEAD - 0 - 0 - 0 - 1 - 4 - 0 - 8 - 28 - 42 - 81 - 81 - 75 - 68 - 66 - 97 - 72 - 33 - 34 - 37 - 26 - 2 - 0 - 6 - 8 - 1 - 18 - 0 - 240 - -1 - -1 - -1 - -1 - -1 - 0 - 226 - 10 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1250 - 6000 - 10000 - 1 - 1200 - 1225 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 237 - 1 - Col. Leo Kelly - Kelly - 237 - 8 - 8 - 6 - 28 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - BROWNVEST - DARKSKIN - BROWNHEAD - 0 - 1 - 0 - 3 - 3 - 0 - 7 - 68 - 64 - 95 - 95 - 95 - 87 - 91 - 81 - 94 - 1 - 19 - 13 - 67 - 4 - 0 - 14 - 7 - 3 - 2 - 16 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - 221 - 15 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 3700 - 21000 - 38500 - 1 - 3800 - 2699 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 238 - 1 - Vincenzo Massimo - Vinny - 238 - 8 - 8 - 8 - 29 - 0 - 0 - 3000 - 2000 - BLACKPANTS - WHITEVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 4 - 12 - 4 - 10 - 74 - 69 - 73 - 73 - 83 - 75 - 74 - 65 - 65 - 4 - 8 - 1 - 87 - 1 - 0 - 1 - 13 - 8 - 11 - 0 - 225 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 600 - 3960 - 6800 - 0 - 0 - 542 - 25 - 16 - 0 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 239 - 1 - Marty "Kaboom" Moffat - Kaboom - 239 - 8 - 9 - 8 - 29 - 0 - 0 - 3000 - 2000 - BLACKPANTS - GREENVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 0 - 6 - 6 - 9 - 85 - 28 - 71 - 71 - 87 - 93 - 91 - 13 - 58 - 84 - 2 - 0 - 27 - 1 - 0 - 2 - 5 - 6 - 17 - 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 575 - 3500 - 6000 - 1 - 500 - 1113 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 240 - 1 - Lt. Bud Hellar - Bud - 240 - 8 - 8 - 8 - 29 - 0 - 0 - 3000 - 2000 - GREENPANTS - GREENVEST - PINKSKIN - BROWNHEAD - 0 - 0 - 0 - 1 - 1 - 0 - 8 - 37 - 45 - 73 - 73 - 71 - 79 - 75 - 69 - 78 - 8 - 22 - 19 - 18 - 2 - 0 - 14 - 4 - 3 - 13 - 0 - 236 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1100 - 5500 - 9300 - 1 - 1100 - 1007 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 241 - 1 - Russel Hunter - Rusty - 241 - 8 - 9 - 8 - 28 - 0 - 0 - 3000 - 2000 - JEANPANTS - WHITEVEST - TANSKIN - BLACKHEAD - 0 - 0 - 0 - 1 - 10 - 0 - 10 - 29 - 18 - 74 - 74 - 84 - 71 - 89 - 68 - 64 - 77 - 12 - 0 - 39 - 3 - 0 - 3 - 4 - 8 - 13 - 17 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - -1 - 0 - 1750 - 10500 - 18000 - 0 - 0 - 1488 - 25 - 16 - 1 - 130 - 90 - 100 - 110 - 0 - 0 - 0 - 0 - 0 - 0 - - - 242 - 1 - Dr. Mark "Needle" Kranhuim - Needle - 242 - 8 - 10 - 8 - 29 - 0 - 0 - 3000 - 2000 - BEIGEPANTS - WHITEVEST - BLACKSKIN - BLACKHEAD - 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6 - 5 - 6 - 23 - - - 26 - Calvin - 157 - 13 - 7 - 11 - 24 - - - 27 - Carl - 158 - 9 - 7 - 8 - 22 - - diff --git a/gamedir/Data-JA2Demo/TableData/SoundsProfiles.xml b/gamedir/Data-JA2Demo/TableData/SoundsProfiles.xml deleted file mode 100644 index f889c0f12..000000000 --- a/gamedir/Data-JA2Demo/TableData/SoundsProfiles.xml +++ /dev/null @@ -1,1277 +0,0 @@ - - - 0 - Barry - 1 - - - 1 - Blood - 1 - - - 2 - Lynx - 1 - - - 3 - Grizzly - 1 - - - 4 - Vicki - 1 - - - 5 - Trevor - 1 - - - 6 - Grunty - 1 - - - 7 - Ivan - 1 - - - 8 - Steroid - 1 - - - 9 - Igor - 1 - - - 10 - Shadow - 1 - - - 11 - Red - 1 - - - 12 - Reaper - 1 - - - 13 - Fidel - 1 - - - 14 - Fox - 1 - - - 15 - Sidney - 1 - - - 16 - Gus - 1 - - - 17 - Buns - 1 - - - 18 - Ice - 1 - - - 19 - Spider - 1 - - - 20 - Cliff - 1 - - - 21 - Bull - 1 - - - 22 - Hitman - 1 - - - 23 - Buzz - 1 - - - 24 - Raider - 1 - - - 25 - Raven - 1 - - - 26 - Static - 1 - - - 27 - Len - 1 - - - 28 - Danny - 1 - - - 29 - Magic - 1 - - - 30 - Stephen - 1 - - - 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- - 227 - - 0 - - - 228 - - 0 - - - 229 - Manuel - 1 - - - 230 - Boss - 1 - - - 231 - Snake - 1 - - - 232 - Spam - 1 - - - 233 - Spike - 1 - - - 234 - Jimmy - 1 - - - 235 - Leech - 1 - - - 236 - Bob - 1 - - - 237 - Kelly - 1 - - - 238 - Vinny - 1 - - - 239 - Kaboom - 1 - - - 240 - Bud - 1 - - - 241 - Rusty - 1 - - - 242 - Needle - 1 - - - 243 - Screw - 1 - - - 244 - - 0 - - - 245 - - 0 - - - 246 - - 0 - - - 247 - - 0 - - - 248 - - 0 - - - 249 - - 0 - - - 250 - - 0 - - - 251 - - 0 - - - 252 - - 0 - - - 253 - - 0 - - - 254 - - 0 - - diff --git a/gamedir/Download JA2UB v1.13 User Campagins - ReadMe.txt b/gamedir/Download JA2UB v1.13 User Campagins - ReadMe.txt index 541b0f8ed..769b9b7f1 100644 --- a/gamedir/Download JA2UB v1.13 User Campagins - ReadMe.txt +++ b/gamedir/Download JA2UB v1.13 User Campagins - ReadMe.txt @@ -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. diff --git a/gamedir/Ja2.ini b/gamedir/Ja2.ini index 8448306a3..83b28c1b0 100644 --- a/gamedir/Ja2.ini +++ b/gamedir/Ja2.ini @@ -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 diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI deleted file mode 100644 index d0146a2d5..000000000 --- a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI +++ /dev/null @@ -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 diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_mp.ini b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_mp.ini deleted file mode 100644 index 9af3c0436..000000000 --- a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_mp.ini +++ /dev/null @@ -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 diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_sp.ini b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_sp.ini deleted file mode 100644 index 31c2ccdc6..000000000 --- a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_sp.ini +++ /dev/null @@ -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 \ No newline at end of file diff --git a/gamedir/vfs_config.JA2113Demo.ini b/gamedir/vfs_config.JA2113Demo.ini deleted file mode 100644 index 55eb4e78b..000000000 --- a/gamedir/vfs_config.JA2113Demo.ini +++ /dev/null @@ -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 =