From b3dfa960f2e289392e079993e3bc44c15d1313a5 Mon Sep 17 00:00:00 2001 From: Wanne Date: Fri, 18 May 2012 10:57:24 +0000 Subject: [PATCH] - Added the JA2 Demo as a new 1-13 MOD (by Jazz) o Now you can play the JA2 Demo (P1 - Demoville) maps with the features of 1.13 o The Demo has to be started with a special compiled 1.13 demo executable o This demo is as close as possible to the original JA2 Demo o There is a special "ja2_Demo.ini" file for the demo settings. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1430 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-JA2Demo/Ja2_Options.INI | 2815 ++ gamedir/Data-JA2Demo/Scripts/GameInit.lua | 418 + .../Data-JA2Demo/Scripts/initunderground.lua | 395 + .../Scripts/undergroundsectornames.lua | 67 + .../TableData/AIMAvailability.xml | 1532 + .../TableData/Army/ArmyComposition.xml | 320 + .../TableData/Army/GarrisonGroups.xml | 22 + .../TableData/Army/PatrolGroups.xml | 44 + .../TableData/Army/UniformColors.XML | 73 + .../Data-JA2Demo/TableData/HiddenNames.xml | 1277 + .../TableData/Map/SectorLoadscreens.xml | 2605 ++ .../TableData/Map/SectorNames.xml | 1795 ++ .../Data-JA2Demo/TableData/MercProfiles.xml | 21422 +++++++++++++ .../TableData/MercStartingGear.xml | 25434 ++++++++++++++++ .../Data-JA2Demo/TableData/RPCFacesSmall.xml | 254 + .../Data-JA2Demo/TableData/SoundsProfiles.xml | 1277 + gamedir/Ja2_Demo.ini | 106 + .../UserProfile_JA2113Demo/Ja2_Settings.INI | 103 + .../UserProfile_JA2113Demo/Ja2_mp.ini | 214 + .../UserProfile_JA2113Demo/Ja2_sp.ini | 117 + gamedir/vfs_config.JA2113Demo.ini | 200 + 21 files changed, 60490 insertions(+) create mode 100644 gamedir/Data-JA2Demo/Ja2_Options.INI create mode 100644 gamedir/Data-JA2Demo/Scripts/GameInit.lua create mode 100644 gamedir/Data-JA2Demo/Scripts/initunderground.lua create mode 100644 gamedir/Data-JA2Demo/Scripts/undergroundsectornames.lua create mode 100644 gamedir/Data-JA2Demo/TableData/AIMAvailability.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Army/ArmyComposition.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Army/GarrisonGroups.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Army/PatrolGroups.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Army/UniformColors.XML create mode 100644 gamedir/Data-JA2Demo/TableData/HiddenNames.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Map/SectorLoadscreens.xml create mode 100644 gamedir/Data-JA2Demo/TableData/Map/SectorNames.xml create mode 100644 gamedir/Data-JA2Demo/TableData/MercProfiles.xml create mode 100644 gamedir/Data-JA2Demo/TableData/MercStartingGear.xml create mode 100644 gamedir/Data-JA2Demo/TableData/RPCFacesSmall.xml create mode 100644 gamedir/Data-JA2Demo/TableData/SoundsProfiles.xml create mode 100644 gamedir/Ja2_Demo.ini create mode 100644 gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI create mode 100644 gamedir/Profiles/UserProfile_JA2113Demo/Ja2_mp.ini create mode 100644 gamedir/Profiles/UserProfile_JA2113Demo/Ja2_sp.ini create mode 100644 gamedir/vfs_config.JA2113Demo.ini diff --git a/gamedir/Data-JA2Demo/Ja2_Options.INI b/gamedir/Data-JA2Demo/Ja2_Options.INI new file mode 100644 index 000000000..d14a2f55e --- /dev/null +++ b/gamedir/Data-JA2Demo/Ja2_Options.INI @@ -0,0 +1,2815 @@ + +;****************************************************************************************************************************** +; 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 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[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 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # # ## # # # +; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # # +; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[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 new file mode 100644 index 000000000..cc9aafec5 --- /dev/null +++ b/gamedir/Data-JA2Demo/Scripts/GameInit.lua @@ -0,0 +1,418 @@ +--[[ +http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua + +********************** +** Global variables ** +********************** + + - newDIFFICULTY_LEVEL (Start new game setting) + 1 = easy + 2 = experienced + 3 = expert + 4 = insane + + - newGAME_STYLE (Start new game setting) + 0 = realistic + 1 = sci fi + + - is_networked (Multiplayer) + 0 = no + 1 = yes + + - iniENABLE_CREPITUS (ja2_options.ini setting) + 0 = no + 1 = yes + + - iniSTARTING_CASH_NOVICE, iniSTARTING_CASH_EXPERIENCED, iniSTARTING_CASH_EXPERT, iniSTARTING_CASH_INSANE (ja2_options.ini setting) + Starting cash + + - iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE (ja2_options.ini setting) + true = yes + false = no + + - giHospitalTempBalance + set hospital balance + + - gbHospitalPriceModifier + set hospital modifier + + - giHospitalRefund + + +*************** +** Functions ** +*************** + + - AddAlternateSector, AddAltSector, AddAltSectorNew + add alternative sector + + - AddNPC or AddNPCtoSector + add NPC\EPC\RPC to sector + + - AddAltUnderGroundSector, AddAltUGSector or AddAltUGSectorNew + add alternative underground sector + + - SetNPCData1 ( ProfilID, value ) + set NPCData1 + + - GetStartingCashNovice() + get starting cash novice level + + - GetStartingCashExperienced() + get starting cash experienced level + + - GetStartingCashExpert() + get starting cash expert level + + - GetStartingCashInsane() + get starting cash insane level + + - GetWorldTotalMin() + get world time + + - AddTransactionToPlayersBook(ubCode, ubSecondCode, uiDate, iAmount) + add transaction to player + + - AddPreReadEmail (iMessageOffset, iMessageLength, ubSender) + iMessageOffset - record from email.edt + iMessageLength - record from email.edt + ubSender - uiIndex from SenderNameList.xml + + - AddEmail (iMessageOffset, iMessageLength, ubSender, iCurrentIMPPosition, iCurrentShipmentDestinationID) + iMessageOffset - record from email.edt + iMessageLength - record from email.edt + ubSender - uiIndex from SenderNameList.xml + iCurrentIMPPosition - Default = -1, or the profile ID of the IMP + iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID + + - HireMerc (MercID) + hires the merc with the specified MercID + + +************** +** Examples ** +************** + + -- Add Fatima to sector + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + + -- Add Fatima to sector + AddNPC( { MercProfiles = 101 , sector = "A10-0" } ) + + -- Add Fatima to sector, only in a realistic game + if newGAME_STYLE == 0 then + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + end + + -- Add alternative sector, only when starting cash = 4000 and game style SciFi + if (iniSTARTING_CASH_NOVICE == 4000 and newGAME_STYLE == 1) then + Fatima = { } + Fatima.MercProfiles = 101 + Fatima.sector = "A10-0" + AddNPC(Fatima) + end + + -- Add alternative sector, only realistic game + if newGAME_STYLE == 0 then + SectorA9 = { } + SectorA9.altSector = "A9" + AddAlternateSector(SectorA9) + end + + -- Add alternative sector + SectorA9 = { } + SectorA9.altSector = "A9" + AddAlternateSector(SectorA9) + + -- Add alternative underground sector + A10_b1 = { } + A10_b1.altSector = "A10-1" + AddAltUGSector(A10_b1) + + -- Add alternative underground sector + AddAltUGSector( { altSector = "A10-1" } ) + + -- Add Skyrider to sector + AddNPCtoSector(97,9,1,0) + + -- Add alternative sector C1 + AddAltSectorNew (3,1) + + -- Add alternative sector C1-3 + AddAltUGSectorNew(3,1,3) + + -- Hire Ivan + HireMerc(7) +]] + +-- 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( MercID ) function applied only in 1.13 demo + HireMerc( 4 ) -- Vicki + HireMerc( 7 ) -- Ivan + HireMerc( 10 ) -- Shadow + HireMerc( 33 ) -- Dr.Q + HireMerc( 42 ) -- Gastek + HireMerc( 67 ) + +end \ No newline at end of file diff --git a/gamedir/Data-JA2Demo/Scripts/initunderground.lua b/gamedir/Data-JA2Demo/Scripts/initunderground.lua new file mode 100644 index 000000000..cf922036b --- /dev/null +++ b/gamedir/Data-JA2Demo/Scripts/initunderground.lua @@ -0,0 +1,395 @@ +--[[ + + 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 new file mode 100644 index 000000000..4f156df53 --- /dev/null +++ b/gamedir/Data-JA2Demo/Scripts/undergroundsectornames.lua @@ -0,0 +1,67 @@ +--[[ + + 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 new file mode 100644 index 000000000..fb311da76 --- /dev/null +++ b/gamedir/Data-JA2Demo/TableData/AIMAvailability.xml @@ -0,0 +1,1532 @@ + + + 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 + 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--- /dev/null +++ b/gamedir/Data-JA2Demo/TableData/Army/PatrolGroups.xml @@ -0,0 +1,44 @@ + + + + 8 + 40 + + A1 + A2 + 0 + 0 + + + diff --git a/gamedir/Data-JA2Demo/TableData/Army/UniformColors.XML b/gamedir/Data-JA2Demo/TableData/Army/UniformColors.XML new file mode 100644 index 000000000..d09e6514f --- /dev/null +++ b/gamedir/Data-JA2Demo/TableData/Army/UniformColors.XML @@ -0,0 +1,73 @@ + + + + + + YELLOWVEST + GREENPANTS + + + + REDVEST + GREENPANTS + + + + BLACKSHIRT + BLACKPANTS + + + + GREENVEST + BEIGEPANTS + + + + JEANVEST + BEIGEPANTS + + + + BLUEVEST + BEIGEPANTS + + + \ No newline at end of file diff --git a/gamedir/Data-JA2Demo/TableData/HiddenNames.xml b/gamedir/Data-JA2Demo/TableData/HiddenNames.xml new file mode 100644 index 000000000..2b453a8ae --- /dev/null +++ b/gamedir/Data-JA2Demo/TableData/HiddenNames.xml @@ -0,0 +1,1277 @@ + + + 0 + Barry + 0 + + + 1 + Blood + 0 + + + 2 + Lynx + 0 + + + 3 + Grizzly + 0 + + + 4 + Vicki + 0 + + + 5 + Trevor + 0 + + + 6 + Grunty + 0 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new file mode 100644 index 000000000..32af74c42 --- /dev/null +++ b/gamedir/Ja2_Demo.ini @@ -0,0 +1,106 @@ +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change global settings for Jagged Alliance 2 v1.13 +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[Ja2 Settings] + +;****************************************************************************************************************************** +; If you have not installed Jagged Alliance 2 as a full installation, this is the letter +; of your CD-ROM drive. Otherwise you can ignore that. +;****************************************************************************************************************************** + +CD = C + +;****************************************************************************************************************************** +; Only set this to TRUE, if you are running JA2 1.13 on a Windows 98 operating system. +;****************************************************************************************************************************** + +VFS_NO_UNICODE = FALSE + +;****************************************************************************************************************************** +; Should the game use the xml externalized tileset structure (ja2Set.dat.xml) located in the "Data-?" folder of the current MOD, +; or should it use the binary version (ja2set.dat) located in the "BinaryData" folder. +; Default: FALSE +;****************************************************************************************************************************** + +USE_XML_TILESETS = FALSE + +;****************************************************************************************************************************** +; Define here the correct vfs_config.XYZ.ini for the MOD you would like to play +; If you would like to play a different MOD, you only need to change this line with the correct vfs_config.XYZ.ini +;****************************************************************************************************************************** + +; JA2 1.13 - JA2 Demo +VFS_CONFIG_INI = vfs_config.JA2113Demo.ini + +;****************************************************************************************************************************** +; This only has effect if you use the INI Editor to start Jagged Alliance 2 v1.13. +; Otherwise you can ignore that. +; This Executable will be the default file to start JA2 1.13 from the INI Editor. +;****************************************************************************************************************************** + +DEFAULT_JA2_EXECUTABLE = ja2_demo.exe + +;****************************************************************************************************************************** +; You can choose from the following screen resolutions. +; +; 0 ... 640x480 +; 1 ... 800x600 +; 2 ... 1024x600 +; 3 ... 1280x720 +; 4 ... 1024x768 +; 5 ... 1280x768 +; 6 ... 1360x768 +; 7 ... 1366x768 +; 8 ... 1280x800 +; 9 ... 1440x900 +; 10 ... 1600x900 +; 11 ... 1280x960 +; 12 ... 1440x960 +; 13 ... 1770x1000 +; 14 ... 1280x1024 +; 15 ... 1360x1024 +; 16 ... 1600x1024 +; 17 ... 1440x1050 +; 18 ... 1680x1050 +; 19 ... 1920x1080 +; 20 ... 1600x1200 +; 21 ... 1920x1200 +; 22 ... 2560x1440 +; 23 ... 2560x1600 +;****************************************************************************************************************************** + +; The screen resolution of the game +SCREEN_RESOLUTION = 1 + +; The screen resolution of the map editor +EDITOR_SCREEN_RESOLUTION = 1 + +;****************************************************************************************************************************** +; Select windowed or full screen mode? +; If you like to play in Windowed Mode, you have to switch your Windows Desktop Color Scheme to 16 Bit! + +; 0 ... Full Screen +; 1 ... Windowed Mode +;****************************************************************************************************************************** + +SCREEN_MODE_WINDOWED = 0 + +;****************************************************************************************************************************** +; Should the intro be played after starting a new game? +;****************************************************************************************************************************** + +PLAY_INTRO = 1 + +;****************************************************************************************************************************** +; If you want to use the faster enemy turns, you have to enable the highspeed timer. +; In the ingame options, you can enable the automatic fast enemy turns ("Auto Fast Forward AI Turns"). +; To fine-tune some speed settings, take a look in the ja2_options.ini [Clock Settings] section. +; +; Info: If you notice any problems when clicking/double clicking buttons in the game, lower the +; CLOCK_SPEED_PERCENT value in the ja2_options.ini or simply disable the HIGHSPEED_TIMER option. +;****************************************************************************************************************************** + +HIGHSPEED_TIMER = TRUE \ No newline at end of file diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI new file mode 100644 index 000000000..58aab9bbe --- /dev/null +++ b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI @@ -0,0 +1,103 @@ +;****************************************************************************************************************************** +;****************************************************************************************************************************** +; 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_AUTO_FAST_FORWARD_MODE = 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 new file mode 100644 index 000000000..9af3c0436 --- /dev/null +++ b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_mp.ini @@ -0,0 +1,214 @@ +[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 new file mode 100644 index 000000000..fd0a4f3b4 --- /dev/null +++ b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_sp.ini @@ -0,0 +1,117 @@ +[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's Selection +; +; 0 = Normal +; 1 = Great +; 2 = Excellent +; 3 = Awesome +;------------------------------------------------------------------------------------------------------------------------------ +BOBBY_RAY_SELECTION = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 new file mode 100644 index 000000000..55eb4e78b --- /dev/null +++ b/gamedir/vfs_config.JA2113Demo.ini @@ -0,0 +1,200 @@ +[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 =