Merge branch '1dot13:master' into 1dot13-gamedir-dev

This commit is contained in:
Hazapuza
2024-12-27 15:18:52 +02:00
committed by GitHub
1196 changed files with 4146 additions and 317 deletions
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@@ -2307,157 +2307,94 @@
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<file index="83">burnmark.sti</file>
<file index="86">junkfen.sti</file>
<file index="87">junkfens.sti</file>
@@ -2781,11 +2776,18 @@
<file index="1">negspace.sti</file>
<file index="12">m-out2.sti</file>
<file index="14">a-out1.sti</file>
<file index="16">nogobush.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="24">m-out2s.sti</file>
<file index="26">a-out1s.sti</file>
<file index="28">nogobuss.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="36">e_wall4.sti</file>
<file index="37">build_30.sti</file>
<file index="38">build19b.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">metldoor.sti</file>
<file index="41">door_07.sti</file>
<file index="42">door_14.sti</file>
@@ -2803,6 +2805,7 @@
<file index="62">jailflor.sti</file>
<file index="63">Wp_floor.sti</file>
<file index="64">flat_06.sti</file>
<file index="69">e_slant1.sti</file>
<file index="73">o_furn3.sti</file>
<file index="74">I_crates.sti</file>
<file index="75">jailstf3.sti</file>
+1 -1
View File
@@ -674,7 +674,7 @@ USE_LOADSCREENHINTS = TRUE
; The delay will only be used if USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0
;------------------------------------------------------------------------------------------------------------------------------
;New Starting Gear Interface
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@@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
; Valid values = TRUE or FALSE, Default = FALSE
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
USE_XML_TILESETS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the number of PItem graphics files used by the game
@@ -197,8 +197,54 @@ USE_XML_TILESETS = FALSE
NUM_P_ITEMS = 3
; should mercs use the backgrounds
BACKGROUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Backgrounds]
;******************************************************************************************************************************
; These settings govern mercenary backgrounds.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, mercs have backgrounds.
;
; Backgrounds can add a range of bonuses, penalties, abilities and more.
; Some of those are merely flavour, others are significant for making full use of some 1.13 features.
; Default: TRUE
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_BACKGROUNDS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, choices in skills/character traits/disabilities determine available backgrounds during IMP creation.
;
; - don't show backgrounds in selection whose tags would contradict with a main bonus/penalty gained by previously chosen
; skill/character trait/disability
; - gain additional background choices to make up for the possible loss in variety
; - those additional backgrounds are exclusive to this option (and the sub-option REDUCED_IMP_CREATION), won't show up without
; - the additional backgrounds are also affected by the same rules as all others
; - this will only affect IMP backgrounds
; - for more details see Backgrounds.xml
; Note: requires ENABLE BACKGROUNDS to be TRUE
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATIVE_IMP_CREATION = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, only use a reduced set of IMP backgrounds.
;
; - only use the additional backgrounds from ALTERNATIVE_IMP_CREATION
; - by default, that's considerably fewer than the usual amount of background choices, but should cover some essentials
; - same consequences from choices in skills/character traits/disabilities as with ALTERNATIVE_IMP_CREATION
; - For more details see Backgrounds.xml
; - this will only affect IMP backgrounds
; Note: requires ALTERNATIVE_IMP_CREATION to be TRUE (will show no effect if not)
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
REDUCED_IMP_CREATION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -612,7 +658,7 @@ USE_LOADSCREENHINTS = TRUE
; The delay will only be used if USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0
;------------------------------------------------------------------------------------------------------------------------------
;New Starting Gear Interface
@@ -197,8 +197,55 @@ USE_XML_TILESETS = FALSE
NUM_P_ITEMS = 3
; should mercs use the backgrounds
BACKGROUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Backgrounds]
;******************************************************************************************************************************
; These settings govern mercenary backgrounds.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, mercs have backgrounds.
;
; Backgrounds can add a range of bonuses, penalties, abilities and more.
; Some of those are merely flavour, others are significant for making full use of some 1.13 features.
; Default: TRUE
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_BACKGROUNDS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, choices in skills/character traits/disabilities determine available backgrounds during IMP creation.
;
; - don't show backgrounds in selection whose tags would contradict with a main bonus/penalty gained by previously chosen
; skill/character trait/disability
; - gain additional background choices to make up for the possible loss in variety
; - those additional backgrounds are exclusive to this option (and the sub-option REDUCED_IMP_CREATION), won't show up without
; - the additional backgrounds are also affected by the same rules as all others
; - this will only affect IMP backgrounds
; - for more details see Backgrounds.xml
; Note: requires ENABLE BACKGROUNDS to be TRUE
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATIVE_IMP_CREATION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, only use a reduced set of IMP backgrounds.
;
; - only use the additional backgrounds from ALTERNATIVE_IMP_CREATION
; - by default, that's considerably fewer than the usual amount of background choices, but should cover some essentials
; - same consequences from choices in skills/character traits/disabilities as with ALTERNATIVE_IMP_CREATION
; - For more details see Backgrounds.xml
; - this will only affect IMP backgrounds
; Note: requires ALTERNATIVE_IMP_CREATION to be TRUE (will show no effect if not)
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
REDUCED_IMP_CREATION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
File diff suppressed because it is too large Load Diff
+124 -22
View File
@@ -6,11 +6,11 @@
===
Preamble
§0. Constants
§1. Underground sector list compilation
§2. Defining enemy garrisons and creature population
§3. Internal workings
§3.1. Underground sector names
§0. Constants
§1. Underground sector list compilation
§2. Defining enemy garrisons and creature population
§3. Internal workings
§3.1. Underground sector names
Preamble
@@ -26,12 +26,12 @@
have an effect on a game in progress.
Modders likely want to focus on §1. and §2.
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.
§3.1. for more details.
The game will call this script for any of three reasons:
@@ -73,7 +73,7 @@ math.randomseed( os.time() ); math.random(); math.random(); math.random()
-------------------
-- §0. Constants --
-- §0. Constants --
-------------------
Habitat = { -- creature type distribution in percentages
@@ -100,16 +100,16 @@ CreatureMusic = {
---------------------------------------------
-- §1. Underground sector list compilation --
-- §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.).
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.)
Also specify any other static attributes in this list (cf. §2.)
]]
@@ -135,6 +135,99 @@ local sectorList = {
--[[
LimitUndergroundEnemies
Remarks
Used to limit the amount of enemies in underground sectors to what
can be present in tactical at once. We cannot drip feed enemy amounts
over the maximum allowed in underground sectors, resulting in assertion
error in void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalRobots, UINT8 ubTotalTanks, UINT8 ubTotalJeeps )
in Soldier Init List.cpp when trying to enter the sector.
Parameters
sector (sectorlist element)
What sector we're checking for illegal enemy amounts
maxEnemies (integer)
The maximum amount of enemies that can be present at once in tactical mode
MAX_NUMBER_ENEMIES_IN_TACTICAL defined in JA2_Options.ini
]]
local function LimitUndergroundEnemies(sector, maxEnemies)
local enemiesToRemove = 0
local admins = 0
local troops = 0
local elites = 0
if sector.numAdmins ~= nil then
admins = sector.numAdmins
enemiesToRemove = enemiesToRemove + admins
end
if sector.numTroops ~= nil then
troops = sector.numTroops
enemiesToRemove = enemiesToRemove + troops
end
if sector.numElites ~= nil then
elites = sector.numElites
enemiesToRemove = enemiesToRemove + elites
end
enemiesToRemove = enemiesToRemove - maxEnemies
-- Start removing enemies from the lowest class, we wouldn't want to
-- make the game any easier, now would we?
if enemiesToRemove > 0 then
if enemiesToRemove > admins then
enemiesToRemove = enemiesToRemove - admins
admins = 0
else
admins = admins - enemiesToRemove
enemiesToRemove = 0
end
if enemiesToRemove > troops then
enemiesToRemove = enemiesToRemove - troops
troops = 0
else
troops = troops - enemiesToRemove
enemiesToRemove = 0
end
if enemiesToRemove > elites then
enemiesToRemove = enemiesToRemove - elites
elites = 0
else
elites = elites - enemiesToRemove
enemiesToRemove = 0
end
end
-- Guard against negative enemy amounts
if sector.numAdmins ~= nil then
if admins < 0 then
admins = 0
end
sector.numAdmins = admins
end
if sector.numTroops ~= nil then
if troops < 0 then
troops = 0
end
sector.numTroops = troops
end
if sector.numElites ~= nil then
if elites < 0 then
elites = 0
end
sector.numElites = elites
end
end
--[[
PopulateSectors
@@ -155,15 +248,20 @@ Parameters
Indicates whether or not the player selected the scifi option.
0: realistic, 1: scifi
maxEnemies (integer)
The maximum amount of enemies that can be present at once in tactical mode
MAX_NUMBER_ENEMIES_IN_TACTICAL defined in JA2_Options.ini
]]
local function PopulateSectors(difficultyLevel, gameStyle)
local function PopulateSectors(difficultyLevel, gameStyle, maxEnemies)
local s = sectorList
----------------------------------------------------------
-- §2. Defining enemy garrisons and creature population --
-- §2. Defining enemy garrisons and creature population --
----------------------------------------------------------
if difficultyLevel == 1 then
@@ -179,7 +277,8 @@ local function PopulateSectors(difficultyLevel, gameStyle)
s["K15-1"].numTroops = 14 + math.random(0, 6)
s["K15-1"].numElites = 10 + math.random(0, 2)
end
LimitUndergroundEnemies(s["K15-1"], maxEnemies)
if difficultyLevel == 1 then
s["K15-2"].numTroops = 10 + math.random(0, 3)
s["K15-2"].numElites = 0
@@ -193,6 +292,7 @@ local function PopulateSectors(difficultyLevel, gameStyle)
s["K15-2"].numTroops = 14 + math.random(0, 6)
s["K15-2"].numElites = 10 + math.random(0, 2)
end
LimitUndergroundEnemies(s["K15-2"], maxEnemies)
if difficultyLevel == 1 then
s["L15-2"].numTroops = 12 + math.random(0, 2)
@@ -207,6 +307,7 @@ local function PopulateSectors(difficultyLevel, gameStyle)
s["L15-2"].numTroops = 14 + math.random(0, 6)
s["L15-2"].numElites = 10 + math.random(0, 2)
end
LimitUndergroundEnemies(s["L15-2"], maxEnemies)
if difficultyLevel == 1 then
s["L15-3"].numTroops = 26
@@ -221,13 +322,14 @@ local function PopulateSectors(difficultyLevel, gameStyle)
s["L15-3"].numTroops = 10
s["L15-3"].numElites = 22
end
LimitUndergroundEnemies(s["L15-3"], maxEnemies)
end
---------------------------
-- §3. Internal workings --
-- §3. Internal workings --
---------------------------
--[[
@@ -272,23 +374,23 @@ Return value
- numCreatures
integer, specifying number of creatures in total, default: 0
Distribution of creature types depends on creature habitat (see §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.)
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.)
Use one of the costants from CreatureMusic enumeration (see §0.)
]]
function BuildUndergroundSectorList(gameSettings)
local difficultyLevel = gameSettings["difficultyLevel"]
local gameStyle = gameSettings["gameStyle"]
PopulateSectors(difficultyLevel, gameStyle)
local maxEnemies = gameSettings["maxTacticalEnemies"]
PopulateSectors(difficultyLevel, gameStyle, maxEnemies)
return sectorList
@@ -303,7 +405,7 @@ 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.
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.
@@ -363,7 +465,7 @@ end
------------------------------------
-- §3.1. Underground sector names --
-- §3.1. Underground sector names --
------------------------------------
--[[
Binary file not shown.
+145 -142
View File
@@ -2307,157 +2307,94 @@
<file index="6">2_drt3.sti</file>
<file index="7">s_water.sti</file>
<file index="8">s_dwater.sti</file>
<file index="9">cliff_l.sti</file>
<file index="10">l_cliff.sti</file>
<file index="11">cliff_sh.sti</file>
<file index="12">2drums.sti</file>
<file index="13">drum_02.sti</file>
<file index="14">2_heli.sti</file>
<file index="15">2crate.sti</file>
<file index="16">2bush.sti</file>
<file index="17">weeds_1.sti</file>
<file index="18">2rock1.sti</file>
<file index="19">snow_bag.sti</file>
<file index="20">2tree1.sti</file>
<file index="21">2tree2.sti</file>
<file index="22">tree2_t.sti</file>
<file index="23">tree2_t.sti</file>
<file index="24">2drums_s.sti</file>
<file index="25">drum2shd.sti</file>
<file index="26">2_heli_s.sti</file>
<file index="27">2crate_s.sti</file>
<file index="28">2bush_s.sti</file>
<file index="29">weedssh.sti</file>
<file index="30">2rock1_s.sti</file>
<file index="31">snowbags.sti</file>
<file index="32">2tree1_s.sti</file>
<file index="33">2tree2_s.sti</file>
<file index="34">trshdwt2.sti</file>
<file index="35">trshdwt2.sti</file>
<file index="36">2cabin2.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">door1.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="43">door1.sti</file>
<file index="44">door1s.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="47">door1s.sti</file>
<file index="48">roofceil.sti</file>
<file index="49">cracks.sti</file>
<file index="50">2roadtle.sti</file>
<file index="51">window1.sti</file>
<file index="52">walldec1.sti</file>
<file index="53">walldec2.sti</file>
<file index="54">walldec3.sti</file>
<file index="55">walldec3.sti</file>
<file index="56">w_dec01.sti</file>
<file index="57">w_dec02.sti</file>
<file index="58">w_dec03.sti</file>
<file index="59">w_dec04.sti</file>
<file index="60">floor_1.sti</file>
<file index="61">floor_2.sti</file>
<file index="62">floor_3.sti</file>
<file index="63">floor_4.sti</file>
<file index="64">2flat.sti</file>
<file index="65">flat_r2.sti</file>
<file index="66">flat_r3.sti</file>
<file index="67">flat_r4.sti</file>
<file index="68">2slant.sti</file>
<file index="69">e_slant1.sti</file>
<file index="70">roofvent.sti</file>
<file index="71">roofvent.sti</file>
<file index="72">highl3.sti</file>
<file index="73">furn_6.sti</file>
<file index="74">furn_7.sti</file>
<file index="75">furn_8.sti</file>
<file index="76">furn_9.sti</file>
<file index="77">furn_6.sti</file>
<file index="78">dirtroad.sti</file>
<file index="79">2debrock.sti</file>
<file index="80">2weeds.sti</file>
<file index="81">2_weeds.sti</file>
<file index="82">Sn_patch.sti</file>
<file index="83">2clumps.sti</file>
<file index="84">twigs.sti</file>
<file index="85">lakeobj.sti</file>
<file index="86">2fence.sti</file>
<file index="87">2fence_s.sti</file>
<file index="88">truck.sti</file>
<file index="89">truck.sti</file>
<file index="90">truck_s.sti</file>
<file index="91">truck_s.sti</file>
<file index="92">litter.sti</file>
<file index="93">damgdeb.sti</file>
<file index="94">deb_02.sti</file>
<file index="95">damgdebs.sti</file>
<file index="96">deb_02s.sti</file>
<file index="97">f_weed.sti</file>
<file index="98">montbush.sti</file>
<file index="99">f_weeds.sti</file>
<file index="100">montbshs.sti</file>
<file index="101">rubble1.sti</file>
<file index="102">rubble2.sti</file>
<file index="103">drum_01.sti</file>
<file index="104">drum_01.sti</file>
<file index="105">drum1shd.sti</file>
<file index="106">drum1shd.sti</file>
<file index="107">basefrn1.sti</file>
<file index="108">hilfurn1.sti</file>
<file index="109">furn_6.sti</file>
<file index="110">furn_6.sti</file>
<file index="111">flat_r4.sti</file>
<file index="112">flat_r4.sti</file>
<file index="113">w_dec01.sti</file>
<file index="114">w_dec01.sti</file>
<file index="115">w_dec01.sti</file>
<file index="116">picture.sti</file>
<file index="117">bld_prnt.sti</file>
<file index="118">m_b_prnt.sti</file>
<file index="119">switches.sti</file>
<file index="120">slant_01.sti</file>
<file index="121">flat_r4.sti</file>
<file index="122">flat_r4.sti</file>
<file index="123">smguns.sti</file>
<file index="124">smp1items.sti</file>
<file index="125">smp2items.sti</file>
<file index="126">glashatr.sti</file>
<file index="127">smp3items.sti</file>
<file index="128">bod_blow.sti</file>
<file index="129">exittex.sti</file>
<file index="130">steps.sti</file>
<file index="131">ptrs1.sti</file>
<file index="132">ptrs2.sti</file>
<file index="133">ptrs3.sti</file>
<file index="134">g-run.sti</file>
<file index="135">g-walk.sti</file>
<file index="136">g-swat.sti</file>
<file index="137">g-pron.sti</file>
<file index="138">white.sti</file>
<file index="139">action1.sti</file>
<file index="140">hand-wi.sti</file>
<file index="141">x.sti</file>
<file index="142">g-ring.sti</file>
<file index="143">r_key.sti</file>
<file index="144">sel-ring.sti</file>
<file index="145">highl3.sti</file>
<file index="146">bull.sti</file>
<file index="147">miss1.sti</file>
<file index="148">w_miss.sti</file>
<file index="149">ripple.sti</file>
<file index="150">wirefram.sti</file>
</Files>
</Tileset>
<Tileset index="51">
<Name>MIXED SNOW</Name>
<AmbientID>0</AmbientID>
<Files>
<file index="0">snow_1.sti</file>
<file index="1">snow_2.sti</file>
<file index="2">2_drt1.sti</file>
<file index="3">2_drt2.sti</file>
<file index="4">sn_grs_1.sti</file>
<file index="5">2snowgrs.sti</file>
<file index="6">2_drt3.sti</file>
<file index="7">s_water.sti</file>
<file index="8">s_dwater.sti</file>
<file index="12">2drums.sti</file>
<file index="14">2_heli.sti</file>
<file index="15">2crate.sti</file>
<file index="16">2bush.sti</file>
<file index="18">2rock1.sti</file>
<file index="19">snow_bag.sti</file>
<file index="20">2tree1.sti</file>
<file index="21">2tree2.sti</file>
<file index="24">2drums_s.sti</file>
<file index="26">2_heli_s.sti</file>
<file index="27">2crate_s.sti</file>
<file index="28">2bush_s.sti</file>
<file index="30">2rock1_s.sti</file>
<file index="31">snowbags.sti</file>
<file index="32">2tree1_s.sti</file>
<file index="33">2tree2_s.sti</file>
<file index="36">2cabin2.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="50">2roadtle.sti</file>
<file index="64">2flat.sti</file>
<file index="68">2slant.sti</file>
<file index="69">e_slant1.sti</file>
<file index="73">workshop.sti</file>
<file index="75">wp_stuf1.sti</file>
<file index="77">hardware.sti</file>
<file index="79">2debrock.sti</file>
<file index="80">2weeds.sti</file>
<file index="81">2_weeds.sti</file>
<file index="82">Sn_patch.sti</file>
<file index="83">2clumps.sti</file>
<file index="86">2fence.sti</file>
<file index="87">2fence_s.sti</file>
<file index="98">a-out1.sti</file>
<file index="100">a-out1s.sti</file>
<file index="109">jailstuf.sti</file>
@@ -2474,6 +2411,43 @@
<file index="4">2_drt2.sti</file>
<file index="5">sn_grs_1.sti</file>
<file index="6">snow_2.sti</file>
<file index="7">s_water.sti</file>
<file index="8">s_dwater.sti</file>
<file index="12">2drums.sti</file>
<file index="14">2_heli.sti</file>
<file index="15">2crate.sti</file>
<file index="16">2bush.sti</file>
<file index="18">2rock1.sti</file>
<file index="19">snow_bag.sti</file>
<file index="20">2tree1.sti</file>
<file index="21">2tree2.sti</file>
<file index="24">2drums_s.sti</file>
<file index="26">2_heli_s.sti</file>
<file index="27">2crate_s.sti</file>
<file index="28">2bush_s.sti</file>
<file index="30">2rock1_s.sti</file>
<file index="31">snowbags.sti</file>
<file index="32">2tree1_s.sti</file>
<file index="33">2tree2_s.sti</file>
<file index="36">2cabin2.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="50">2roadtle.sti</file>
<file index="64">2flat.sti</file>
<file index="68">2slant.sti</file>
<file index="69">e_slant1.sti</file>
<file index="79">2debrock.sti</file>
<file index="80">2weeds.sti</file>
<file index="81">2_weeds.sti</file>
<file index="82">Sn_patch.sti</file>
<file index="83">2clumps.sti</file>
<file index="86">2fence.sti</file>
<file index="87">2fence_s.sti</file>
</Files>
</Tileset>
<Tileset index="53">
@@ -2489,36 +2463,39 @@
<file index="6">dirtrock.sti</file>
<file index="7">f_water.sti</file>
<file index="8">f_dwater.sti</file>
<file index="12">drum_01.sti</file>
<file index="14">furn_mix.sti</file>
<file index="15">drum_02.sti</file>
<file index="16">f_bush.sti</file>
<file index="17">weeds_2.sti</file>
<file index="18">f_rock.sti</file>
<file index="19">sandbag.sti</file>
<file index="20">f_tree4.sti</file>
<file index="21">f_tree2.sti</file>
<file index="24">drum1shd.sti</file>
<file index="26">furnmixs.sti</file>
<file index="27">drum2shd.sti</file>
<file index="28">f_bush_s.sti</file>
<file index="29">weedssh.sti</file>
<file index="30">f_rock_s.sti</file>
<file index="31">sandbags.sti</file>
<file index="32">f_tree4s.sti</file>
<file index="33">f_tree2s.sti</file>
<file index="36">build_17.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="43">h-door2.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="47">h-door2s.sti</file>
<file index="49">f_leaves.sti</file>
<file index="50">roadtile.sti</file>
<file index="68">slant_04.sti</file>
<file index="69">e_slant1.sti</file>
<file index="74">lawless4.sti</file>
<file index="77">hardware.sti</file>
<file index="79">debrocks.sti</file>
<file index="81">sweeds.sti</file>
<file index="82">miniweed.sti</file>
<file index="80">2weeds.sti</file>
<file index="83">burnmark.sti</file>
<file index="86">oldfence.sti</file>
<file index="87">oldfencs.sti</file>
<file index="97">fl_weed.sti</file>
<file index="99">f_weeds.sti</file>
<file index="108">jailstf2.sti</file>
<file index="109">lawless.sti</file>
<file index="110">lawless2.sti</file>
@@ -2538,13 +2515,10 @@
<file index="4">3mongra5.sti</file>
<file index="5">3mongra6.sti</file>
<file index="6">dirtrock.sti</file>
<file index="7">newbank.sti</file>
<file index="8">deeplake.sti</file>
<file index="12">clifblok.sti</file>
<file index="14">furn_mix.sti</file>
<file index="15">mine1.sti</file>
<file index="16">mine2.sti</file>
<file index="17">weeds_1.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="20">e_tree1.sti</file>
@@ -2553,18 +2527,21 @@
<file index="26">furnmixs.sti</file>
<file index="27">mine1_s.sti</file>
<file index="28">mine2_s.sti</file>
<file index="29">weedssh.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="32">e_tree1s.sti</file>
<file index="33">montre1s.sti</file>
<file index="50">roadtile.sti</file>
<file index="68">slant_01.sti</file>
<file index="36">2cabin2.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="69">e_slant1.sti</file>
<file index="77">mncar1.sti</file>
<file index="79">debrocks.sti</file>
<file index="80">bombdeb.sti</file>
<file index="81">sweeds.sti</file>
<file index="82">miniweed.sti</file>
<file index="83">burnmark.sti</file>
<file index="86">wirefenc.sti</file>
<file index="87">wirefens.sti</file>
@@ -2585,13 +2562,10 @@
<file index="4">3mongra5.sti</file>
<file index="5">3mongra6.sti</file>
<file index="6">dirtrock.sti</file>
<file index="7">newbank.sti</file>
<file index="8">deeplake.sti</file>
<file index="12">spot_1.sti</file>
<file index="14">a-out1.sti</file>
<file index="15">satdish.sti</file>
<file index="16">turbine.sti</file>
<file index="17">weeds_1.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="20">e_tree1.sti</file>
@@ -2600,13 +2574,14 @@
<file index="26">a-out1s.sti</file>
<file index="27">satdishs.sti</file>
<file index="28">turbines.sti</file>
<file index="29">weedssh.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="32">e_tree1s.sti</file>
<file index="33">montre1s.sti</file>
<file index="36">build_36.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">build_24.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">metldoor.sti</file>
<file index="41">door_07.sti</file>
<file index="42">door_02.sti</file>
@@ -2616,18 +2591,15 @@
<file index="46">door_02s.sti</file>
<file index="47">door_06s.sti</file>
<file index="49">wp_deb.sti</file>
<file index="50">roadtile.sti</file>
<file index="60">I_floor.sti</file>
<file index="61">jailflor.sti</file>
<file index="63">Wp_floor.sti</file>
<file index="68">slant_12.sti</file>
<file index="69">e_slant1.sti</file>
<file index="74">I_crates.sti</file>
<file index="75">jailstf3.sti</file>
<file index="77">wp_stuf1.sti</file>
<file index="79">debrocks.sti</file>
<file index="80">bombdeb.sti</file>
<file index="81">sweeds.sti</file>
<file index="82">miniweed.sti</file>
<file index="83">burnmark.sti</file>
<file index="86">wirefenc.sti</file>
<file index="87">wirefens.sti</file>
@@ -2646,13 +2618,28 @@
<file index="0">cvflr4.sti</file>
<file index="1">negspace.sti</file>
<file index="12">tunvent.sti</file>
<file index="15">drum_02.sti</file>
<file index="16">nogobush.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="24">tunvens.sti</file>
<file index="27">drum2shd.sti</file>
<file index="28">nogobuss.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="36">sewer.sti</file>
<file index="37">tunlgate.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">tunldoor.sti</file>
<file index="41">door_03.sti</file>
<file index="42">door_05.sti</file>
<file index="44">tunldors.sti</file>
<file index="45">door_03s.sti</file>
<file index="46">door_05s.sti</file>
<file index="63">sew_flor.sti</file>
<file index="64">flat_06.sti</file>
<file index="69">e_slant1.sti</file>
<file index="86">tunlgate.sti</file>
<file index="87">tunlgats.sti</file>
<file index="150">wirefra2.sti</file>
@@ -2666,11 +2653,20 @@
<file index="1">negspace.sti</file>
<file index="12">m-out2.sti</file>
<file index="14">a-out1.sti</file>
<file index="15">drum_02.sti</file>
<file index="16">nogobush.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="24">m-out2s.sti</file>
<file index="26">a-out1s.sti</file>
<file index="27">drum2shd.sti</file>
<file index="28">nogobuss.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="36">build_29.sti</file>
<file index="37">build_30.sti</file>
<file index="38">build19b.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">metldoor.sti</file>
<file index="41">door_07.sti</file>
<file index="42">door_14.sti</file>
@@ -2688,6 +2684,7 @@
<file index="62">jailflor.sti</file>
<file index="63">Wp_floor.sti</file>
<file index="64">flat_06.sti</file>
<file index="69">e_slant1.sti</file>
<file index="73">o_furn3.sti</file>
<file index="74">I_crates.sti</file>
<file index="75">jailstf3.sti</file>
@@ -2718,12 +2715,10 @@
<file index="4">3mongra5.sti</file>
<file index="5">3mongra6.sti</file>
<file index="6">dirtrock.sti</file>
<file index="7">newbank.sti</file>
<file index="8">deeplake.sti</file>
<file index="12">m-out2.sti</file>
<file index="14">a-out2.sti</file>
<file index="15">satdish.sti</file>
<file index="17">weeds_1.sti</file>
<file index="16">nogobush.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="20">e_tree1.sti</file>
@@ -2731,12 +2726,15 @@
<file index="24">m-out2s.sti</file>
<file index="26">a-out2s.sti</file>
<file index="27">satdishs.sti</file>
<file index="29">weedssh.sti</file>
<file index="28">nogobuss.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="32">e_tree1s.sti</file>
<file index="33">montre1s.sti</file>
<file index="36">e_wall4.sti</file>
<file index="37">e_wall1.sti</file>
<file index="38">e_wall2.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">metldoor.sti</file>
<file index="41">door_07.sti</file>
<file index="42">door_02.sti</file>
@@ -2746,19 +2744,16 @@
<file index="46">door_02s.sti</file>
<file index="47">2_door_s.sti</file>
<file index="49">wp_deb.sti</file>
<file index="50">roadtile.sti</file>
<file index="60">I_floor.sti</file>
<file index="61">jailflor.sti</file>
<file index="63">Wp_floor.sti</file>
<file index="69">e_slant1.sti</file>
<file index="73">o_furn3.sti</file>
<file index="74">I_crates.sti</file>
<file index="75">jailstf3.sti</file>
<file index="76">workshop.sti</file>
<file index="77">wp_stuf1.sti</file>
<file index="79">debrocks.sti</file>
<file index="80">bombdeb.sti</file>
<file index="81">sweeds.sti</file>
<file index="82">miniweed.sti</file>
<file index="83">burnmark.sti</file>
<file index="86">junkfen.sti</file>
<file index="87">junkfens.sti</file>
@@ -2781,11 +2776,18 @@
<file index="1">negspace.sti</file>
<file index="12">m-out2.sti</file>
<file index="14">a-out1.sti</file>
<file index="16">nogobush.sti</file>
<file index="18">montrock.sti</file>
<file index="19">sandbag.sti</file>
<file index="24">m-out2s.sti</file>
<file index="26">a-out1s.sti</file>
<file index="28">nogobuss.sti</file>
<file index="30">montrcks.sti</file>
<file index="31">sandbags.sti</file>
<file index="36">e_wall4.sti</file>
<file index="37">build_30.sti</file>
<file index="38">build19b.sti</file>
<file index="39">e_wall3.sti</file>
<file index="40">metldoor.sti</file>
<file index="41">door_07.sti</file>
<file index="42">door_14.sti</file>
@@ -2803,6 +2805,7 @@
<file index="62">jailflor.sti</file>
<file index="63">Wp_floor.sti</file>
<file index="64">flat_06.sti</file>
<file index="69">e_slant1.sti</file>
<file index="73">o_furn3.sti</file>
<file index="74">I_crates.sti</file>
<file index="75">jailstf3.sti</file>
+49 -3
View File
@@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
; Valid values = TRUE or FALSE, Default = FALSE
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
USE_XML_TILESETS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the number of PItem graphics files used by the game
@@ -197,8 +197,54 @@ USE_XML_TILESETS = FALSE
NUM_P_ITEMS = 3
; should mercs use the backgrounds
BACKGROUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Backgrounds]
;******************************************************************************************************************************
; These settings govern mercenary backgrounds.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, mercs have backgrounds.
;
; Backgrounds can add a range of bonuses, penalties, abilities and more.
; Some of those are merely flavour, others are significant for making full use of some 1.13 features.
; Default: TRUE
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_BACKGROUNDS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, choices in skills/character traits/disabilities determine available backgrounds during IMP creation.
;
; - don't show backgrounds in selection whose tags would contradict with a main bonus/penalty gained by previously chosen
; skill/character trait/disability
; - gain additional background choices to make up for the possible loss in variety
; - those additional backgrounds are exclusive to this option (and the sub-option REDUCED_IMP_CREATION), won't show up without
; - the additional backgrounds are also affected by the same rules as all others
; - this will only affect IMP backgrounds
; - for more details see Backgrounds.xml
; Note: requires ENABLE BACKGROUNDS to be TRUE
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATIVE_IMP_CREATION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, only use a reduced set of IMP backgrounds.
;
; - only use the additional backgrounds from ALTERNATIVE_IMP_CREATION
; - by default, that's considerably fewer than the usual amount of background choices, but should cover some essentials
; - same consequences from choices in skills/character traits/disabilities as with ALTERNATIVE_IMP_CREATION
; - For more details see Backgrounds.xml
; - this will only affect IMP backgrounds
; Note: requires ALTERNATIVE_IMP_CREATION to be TRUE (will show no effect if not)
; Default: FALSE
;------------------------------------------------------------------------------------------------------------------------------
REDUCED_IMP_CREATION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
+699 -1
View File
@@ -1,4 +1,110 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<!--
o(Information about ALTERNATIVE_IMP_CREATION and REDUCED_IMP_CREATION)
If the options ALTERNATIVE_IMP_CREATION and REDUCED_IMP_CREATION are enabled in ja2_options.ini, choices made for skills, character traits and disablities
will have an impact on which IMP backgrounds are available at selection.
That's based on tags in backgrounds which would contradict with content of skills, character traits and disablities
Not all skills, character traits and disablities are part of this, some simply had no background tags that would interfere with their content (i.e. snitch)
Also not all possible contradictions have been considered, mostly only one or two (with a few expceptions) where picked, typically some with larger impact
Examples:
Sociable grants a bonus to being spotter, so if background has a tag with negative value for spotter, this background won't be shown
Loner is the opposite, it hands out a penalty to being spotter, so this time, if background has tag with positive value for spotter, it won't be shown
Heat Intolerant hands out a penalty while in desert or tropical sectors, so if background has tag which would instead add a bonus, it won't be shown
Squadleader grants a bonus to suppression ressistance to nearby others, so no background with negative value for surpression resistance will be shown
Bodybuilding adds a bonus to carrying weight capacity, so if there's a negative value in tag <carrystrength> in background, it won't be shown
Details:
If there is more than one tag mentioned, it's enough for one of them to be in background to result in a no show
For major traits, relevant tags can differ between single and dual (expert), if so, the single is less restrictive than the dual (different tags or values)
(i.e.: doctor dual - if speedbandaging and/or medical is negative, don't show background -> two potentialy restricting tags
doctor single - if speedbandaging is negative, don't show background -> one potentialy restricting tag)
The < and > signs are meant to show if it's about negative or positve value in tag, if there's just a 1, that's for tags that only have on/off properties
(Character Traits)
SOCIABLE: <xenophobic> 1 <spotter> <0
LONER: <leadership> >0 <spotter> >0
OPTIMIST: <traplevel> 1
ASSERTIVE: <interrogation> <0 <approach_threaten> <0
INTELLECTUAL: <administration_assignment> <0
PRIMITIVE: <administration_assignment> >0
AGGRESSIVE: <traplevel> 1 <disarm_trap> >0
PHLEGMATIC: <ap_assault> >0
DAUNTLESS: <croucheddefense> <0
MALICIOUS: <approach_friendly> >0
COWARD: <capitulation> >0
(Disabilities)
HEAT_INTOLERANT: <ap_desert> >0 <ap_tropical> >0
CLAUSTROPHOBIC: <level_underground> 1
NONSWIMMER: <ap_river> >0 <ap_coastal> >0
FEAR_OF_INSECTS: <ap_swamp> >0 <ap_tropical> >0
FORGETFUL: <ap_inventory> <0 <ap_assault> <0
PSYCHO: <leadership> >5
DEAF: <hearing_night> >0 <hearing_day> >0
SHORTSIGHTED: <increased_maxcth> >0 <spotter> >0
HEMOPHILIAC: <resistance_disease> >0
AFRAID_OF_HEIGHTS: <ap_height> >0 <ap_airdrop> >0
SELF_HARM: <resistance_disease> >0
(Minor Traits)
MELEE: <cth_blades> <0
STEALTHY: <stealth> <0
DEMOLITIONS: <breachingcharge> <0 <explosives> <0
BODYBUILDING: <carrystrength> <0
AMBIDEXTROUS: <ap_inventory> >0
NIGHT_OPS: <sleep> >0 <hearing_night> <0
SURVIVAL: <travel_foot> <0 <resistance_disease> <0 <snake_defense> <0
<travel_car> <0
<travel_air> <0
(Major Traits) dual (expert) single (not expert)
HEAVY_WEAPONS: <ap_artillery> >0 <ap_artillery> >10
SNIPER: <increased_maxcth> <0 <increased_maxcth> <0
<marksmanship> <0
MARTIAL_ARTS: <resistance_physical> <0 <resistance_physical> <0
TECHNICIAN: <mechanical> <0 <mechanical> <0
DOCTOR: <speed_bandaging> <0 <speed_bandaging> <0
<medical> <0
SQUADLEADER: <resistance_suppression> <0 <resistance_suppression> <0
<resistance_fear> <0
Depending on choices made, this should result in a nice shuffle and can result in largely different outcomes
With current default backgrounds, based on chosen combinations, the amount of no-show backgrounds can range from no impact up to a third or more
To make up for this possible loss, additional backgrounds will be added when using ALTERNATIVE_IMP_CREATION and those are exclusive to these ini-options,
they won't be shown without them
Same rules will apply to those exclusive backgrounds as well, but the pool of available backgrounds will be larger and since they are unique to this option,
they can also add to overall variety
Using REDUCED_IMP_CREATION will be the opposite approach. It will result in only showing those aformentioned exclusive backgrounds, which at default
will result in a smaller pool. Again, the rules will still be applied, but they still should cover a range of essentials
o(ALTERNATIVE_IMP_CREATION and REDUCED_IMP_CREATION)
if tag <alt_impcreation> = 1
the background will be exclusivly used for ALTERNATIVE_IMP_CREATION and REDUCED_IMP_CREATION
background with this tag won't be shown without those options being TRUE in ja2_options.ini
it's only effective with IMP-backgrounds
o(Developers Note)
If editing backgrounds, I'd like to encourage you to not paying too much mind to those possible restrictions. It would of course be possible to nerf out any
restrictions with choice of tags, but that would be kinda against the purpose. Just edit them the way you would for default IMP creation, don't let down the
players which would prefer to use the default way of IMP creation by holding back on anything
That said, maybe if editing the additional backgrounds, be a little considerate to avoid a complete no show with REDUCED_IMP_CREATION
Anyway, up to anyone to do what they like, just my thoughts on the matter
-->
<BACKGROUNDS>
<BACKGROUND>
<uiIndex>0</uiIndex>
@@ -6000,4 +6106,596 @@
<disease_diagnose>30</disease_diagnose>
<disease_treatment>25</disease_treatment>
</BACKGROUND>
<!-- Imp Backgrounds - exclusive to ALTERNATIVE_IMP_CREATION and REDUCED_IMP_CREATION -->
<BACKGROUND>
<uiIndex>322</uiIndex>
<szName>Badge Bunny</szName>
<szShortName>Badge Bunny</szShortName>
<szDescription>Growing up in a rural town, you found yourself strangely attracted&#10;to people in uniforms, much to the dismay of the local officers.&#10;After developing a keen eye for their equipment, snatching away&#10;some soon became second nature to you.</szDescription>
<agility>6</agility>
<wisdom>-3</wisdom>
<resistance_fear>5</resistance_fear>
<approach_friendly>13</approach_friendly>
<speed_run>7</speed_run>
<sleep>1</sleep>
<betterprices_guns>9</betterprices_guns>
<betterprices>9</betterprices>
<smoker>1</smoker>
<administration_assignment>-100</administration_assignment>
<scrounging>1</scrounging>
<animal_friend>1</animal_friend>
<no_male>1</no_male>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>323</uiIndex>
<szName>Failed Attorney</szName>
<szShortName>Failed Attorney</szShortName>
<szDescription>The accused got away after you were framed for bribery, and you lost&#10;your job and all faith in the system. In the end, you delivered justice&#10;with your own hands, and found it oddly satisfying. You've been a&#10;mercenary vigilante ever since.</szDescription>
<ap_desert>-4</ap_desert>
<ap_swamp>-3</ap_swamp>
<ap_urban>5</ap_urban>
<wisdom>5</wisdom>
<ap_assault>-5</ap_assault>
<sleep>-1</sleep>
<resistance_physical>-10</resistance_physical>
<interrogation>250</interrogation>
<administration_assignment>500</administration_assignment>
<exploration_assignment>300</exploration_assignment>
<hackerskill>20</hackerskill>
<dislikebackground>1</dislikebackground>
<smoker>1</smoker>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>324</uiIndex>
<szName>Private Eye</szName>
<szShortName>Private Eye</szShortName>
<szDescription>You're not afraid to get physical and your hands dirty to dig up evidence&#10;and you don't care one bit if you have to frame someone, anything goes&#10;if it rakes in some cash. That mindset has made you accept even the&#10;shadiest of jobs.</szDescription>
<leadership>-3</leadership>
<meleedamage>5</meleedamage>
<cth_blades>5</cth_blades>
<resistance_physical>8</resistance_physical>
<hearing_night>1</hearing_night>
<stealth>7</stealth>
<scrounging>1</scrounging>
<tracker_ability>20</tracker_ability>
<burial_assignment>200</burial_assignment>
<smoker>1</smoker>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>325</uiIndex>
<szName>Cult Dropout</szName>
<szShortName>Cult Dropout</szShortName>
<szDescription>Our way is the true path, they said. Be grateful for our guidance, they said.&#10;Hand over your money, they said. Come to the room tonight, they said.&#10;Snap! Rage! Gore! Run, don't look back, you said.</szDescription>
<agility>5</agility>
<leadership>-1</leadership>
<marksmanship>-2</marksmanship>
<resistance_suppression>12</resistance_suppression>
<resistance_fear>5</resistance_fear>
<resistance_physical>6</resistance_physical>
<travel_foot>9</travel_foot>
<speed_run>8</speed_run>
<food>-15</food>
<water>-10</water>
<sleep>-1</sleep>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>326</uiIndex>
<szName>Tomboy Mercenary</szName>
<szShortName>Tomboy Mercenary</szShortName>
<szDescription>A childhood on the farm with five unruly brothers shaped your attitude,&#10;and the joy of beating men at their own games carried on into adult life.&#10;After several years in the military, you decided to become a freelancer.</szDescription>
<ap_desert>4</ap_desert>
<ap_forest>5</ap_forest>
<ap_plains>6</ap_plains>
<agility>3</agility>
<dexterity>3</dexterity>
<marksmanship>2</marksmanship>
<ap_artillery>-10</ap_artillery>
<drink_energyregen>50</drink_energyregen>
<carrystrength>10</carrystrength>
<increased_maxcth>2</increased_maxcth>
<approach_direct>10</approach_direct>
<smoker>1</smoker>
<administration_assignment>-10</administration_assignment>
<no_male>1</no_male>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>327</uiIndex>
<szName>Gamekeeper</szName>
<szShortName>Gamekeeper</szShortName>
<szDescription>Dedicated to a life in nature, you took great joy in managing the local&#10;wildlife. Then you were shot by poachers and left for dead, forced to&#10;listen as they went on a killing spree. Hunting scum of their ilk&#10;is now your life's mission.</szDescription>
<ap_forest>5</ap_forest>
<ap_river>4</ap_river>
<ap_mountain>6</ap_mountain>
<dexterity>2</dexterity>
<marksmanship>2</marksmanship>
<travel_foot>10</travel_foot>
<resistance_physical>6</resistance_physical>
<camo>3</camo>
<stealth>5</stealth>
<tracker_ability>20</tracker_ability>
<snake_defense>55</snake_defense>
<dislikebackground>3</dislikebackground>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>328</uiIndex>
<szName>Poacher</szName>
<szShortName>Poacher</szShortName>
<szDescription>Nothing beats the thrill of taking prey, especially if it's endangered:&#10;that's bound to bring in good money. Who cares about those filthy&#10;creatures, anyway? And if it pays better, next time you could&#10;even go on a manhunt.</szDescription>
<ap_forest>3</ap_forest>
<ap_mountain>2</ap_mountain>
<carrystrength>8</carrystrength>
<cth_blades>5</cth_blades>
<cth_vs_creatures>10</cth_vs_creatures>
<increased_maxcth>1</increased_maxcth>
<sleep>1</sleep>
<tracker_ability>15</tracker_ability>
<smoker>1</smoker>
<dislikebackground>-3</dislikebackground>
<druguse>1</druguse>
<drugtypes>
<drugtype>3</drugtype> <!-- beer -->
<drugtype>2</drugtype> <!-- alcohol 40% -->
</drugtypes>
<drugitems>
<drugitem>256</drugitem> <!-- beer -->
<drugitem>245</drugitem> <!-- alcohol 40% -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>329</uiIndex>
<szName>Nerd</szName>
<szShortName>Nerd</szShortName>
<szDescription>From early youth you've been fascinated by computers, and that landed you&#10;a job at a secret government agency. Following a scandal, the agency closed&#10;down and you hesitantly stepped into the world of freelance fieldwork.</szDescription>
<ap_urban>6</ap_urban>
<wisdom>8</wisdom>
<mechanical>4</mechanical>
<marksmanship>1</marksmanship>
<ap_height>-2</ap_height>
<resistance_physical>-5</resistance_physical>
<increased_maxcth>-1</increased_maxcth>
<approach_threaten>-3</approach_threaten>
<sleep>-1</sleep>
<snake_defense>-10</snake_defense>
<hackerskill>97</hackerskill>
<administration_assignment>900</administration_assignment>
<animal_friend>1</animal_friend>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>330</uiIndex>
<szName>Field Physician</szName>
<szShortName>Field Physician</szShortName>
<szDescription>In active duty you were always bothered by the rules and Geneva Covention&#10;only allowing you a certain degree of self-defense. Eventually, you switched&#10;to a job where those things really don't concern you anymore.</szDescription>
<medical>7</medical>
<wisdom>6</wisdom>
<marksmanship>2</marksmanship>
<ap_inventory>-10</ap_inventory>
<resistance_disease>15</resistance_disease>
<speed_bandaging>20</speed_bandaging>
<disease_diagnose>45</disease_diagnose>
<disease_treatment>40</disease_treatment>
<smoker>2</smoker>
<druguse>1</druguse>
<drugtypes>
<drugtype>13</drugtype> <!-- coffee -->
</drugtypes>
<drugitems>
<drugitem>1575</drugitem> <!-- coffee -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>331</uiIndex>
<szName>Housewife</szName>
<szShortName>Housewife</szShortName>
<szDescription>After a messy divorce you found yourself at a diverging point in life.&#10;In desperate search for an income, you mistook PMC as Private Music&#10;Conservatorium, but soon found solace in the company of the&#10;straightforward folks in this business.</szDescription>
<dexterity>4</dexterity>
<leadership>-1</leadership>
<mechanical>-1</mechanical>
<ap_inventory>-20</ap_inventory>
<resistance_alcohol>-5</resistance_alcohol>
<interrogation>10</interrogation>
<betterprices>20</betterprices>
<sleep>-1</sleep>
<approach_friendly>18</approach_friendly>
<approach_threaten>-30</approach_threaten>
<administration_assignment>200</administration_assignment>
<smoker>2</smoker>
<no_male>1</no_male>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>332</uiIndex>
<szName>Blaster</szName>
<szShortName>Blaster</szShortName>
<szDescription>You take pride in the fact that whatever you were assigned to demolish,&#10;tumbled and crumbled exactly as planned. A skyscraper in the city center,&#10;a bridge over a ravine, your ex's new car - everything reduced to rubble&#10;and ashes.</szDescription>
<dexterity>3</dexterity>
<mechanical>2</mechanical>
<explosives>8</explosives>
<resistance_fear>15</resistance_fear>
<resistance_alcohol>-15</resistance_alcohol>
<hearing_night>-3</hearing_night>
<hearing_day>-3</hearing_day>
<disarm_trap>30</disarm_trap>
<breachingcharge>80</breachingcharge>
<smoker>1</smoker>
<administration_assignment>-25</administration_assignment>
<druguse>1</druguse>
<drugtypes>
<drugtype>3</drugtype> <!-- beer -->
<drugtype>19</drugtype> <!-- painkiller -->
</drugtypes>
<drugitems>
<drugitem>256</drugitem> <!-- beer -->
<drugitem>1752</drugitem> <!-- painkiller -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>333</uiIndex>
<szName>Artilleryman</szName>
<szShortName>Artilleryman</szShortName>
<szDescription>"I simply love that roar", that's your answer when asked about what being&#10;a crew member of a self-propelled howitzer was like. Even before you&#10;finished boot camp you knew that heavy ordnance in all its forms would&#10;be the true love of your life.</szDescription>
<dexterity>2</dexterity>
<explosives>3</explosives>
<ap_artillery>-20</ap_artillery>
<carrystrength>10</carrystrength>
<hearing_night>-2</hearing_night>
<hearing_day>-2</hearing_day>
<SAM_cth>80</SAM_cth>
<smoker>2</smoker>
<animal_friend>1</animal_friend>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>334</uiIndex>
<szName>Mad Prepper</szName>
<szShortName>Mad Prepper</szShortName>
<szDescription>People say you're mad, but that's just them failing to grasp reality.&#10;The apocalypse is coming, and you're going to do whatever it takes to&#10;survive it. So screw them, they're in cahoots with "them", anyway.</szDescription>
<mechanical>2</mechanical>
<medical>2</medical>
<wisdom>-2</wisdom>
<leadership>-3</leadership>
<explosives>2</explosives>
<ap_fortify>-20</ap_fortify>
<resistance_fear>-10</resistance_fear>
<resistance_suppression>-5</resistance_suppression>
<food>-10</food>
<water>-10</water>
<sleep>-1</sleep>
<approach_friendly>-25</approach_friendly>
<approach_threaten>20</approach_threaten>
<smoker>2</smoker>
<croucheddefense>-5</croucheddefense>
<fortify_assignment>150</fortify_assignment>
<snake_defense>10</snake_defense>
<administration_assignment>-50</administration_assignment>
<dislikebackground>2</dislikebackground>
<xenophobic>1</xenophobic>
<scrounging>1</scrounging>
<traplevel>1</traplevel>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>335</uiIndex>
<szName>Emergency Medical Technician</szName>
<szShortName>EMT</szShortName>
<szDescription>Patch them up, keep them alive until the emergency room. Clean and restock&#10;the ambulance and before you finish that cup of coffee, rush out to the&#10;next emergency... Only to face some crazy bat spitting on you for&#10;giving her daugher CPR.</szDescription>
<ap_urban>6</ap_urban>
<medical>4</medical>
<ap_inventory>-5</ap_inventory>
<travel_car>12</travel_car>
<resistance_disease>10</resistance_disease>
<speed_bandaging>30</speed_bandaging>
<cth_blades>8</cth_blades>
<food>10</food>
<water>10</water>
<approach_friendly>5</approach_friendly>
<approach_direct>10</approach_direct>
<disease_diagnose>35</disease_diagnose>
<disease_treatment>30</disease_treatment>
<smoker>2</smoker>
<druguse>1</druguse>
<drugtypes>
<drugtype>13</drugtype> <!-- coffee -->
<drugtype>12</drugtype> <!-- energy drink -->
</drugtypes>
<drugitems>
<drugitem>1575</drugitem> <!-- coffee -->
<drugitem>1573</drugitem> <!-- energy drink 1 -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>336</uiIndex>
<szName>Plumber</szName>
<szShortName>Plumber</szShortName>
<szDescription>Your father once told you that it would all go down the drain for you.&#10;He wasn't wrong, you even get paid to keep the drains in working order,&#10;but constantly fighting rats, cockroaches and crazy housewives has&#10;made you consider a career change.</szDescription>
<ap_desert>-3</ap_desert>
<ap_swamp>-2</ap_swamp>
<ap_tropical>-2</ap_tropical>
<dexterity>3</dexterity>
<mechanical>7</mechanical>
<marksmanship>-2</marksmanship>
<ap_inventory>-5</ap_inventory>
<resistance_disease>10</resistance_disease>
<meleedamage>6</meleedamage>
<disarm_trap>5</disarm_trap>
<level_underground>1</level_underground>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>337</uiIndex>
<szName>Frat Boy</szName>
<szShortName>Frat Boy</szShortName>
<szDescription>After years of non-stop partying, you ended up with an unjustified sense &#10;of superiority, a drug problem and a nasty itch in your groin. The latest&#10;in your long series of great ideas was to become a gun for hire.&#10;What could possibly go wrong?</szDescription>
<ap_urban>6</ap_urban>
<ap_coastal>4</ap_coastal>
<agility>3</agility>
<medical>-2</medical>
<wisdom>-1</wisdom>
<marksmanship>2</marksmanship>
<ambush_radius>20</ambush_radius>
<travel_car>5</travel_car>
<resistance_alcohol>-10</resistance_alcohol>
<resistance_disease>-10</resistance_disease>
<sleep>1</sleep>
<meleedamage>5</meleedamage>
<hearing_night>1</hearing_night>
<approach_friendly>-15</approach_friendly>
<cth_vs_creatures>7</cth_vs_creatures>
<smoker>1</smoker>
<dislikebackground>1</dislikebackground>
<druguse>1</druguse>
<drugtypes>
<drugtype>11</drugtype> <!-- Stim copy -->
<drugtype>9</drugtype> <!-- Reflex -->
</drugtypes>
<drugitems>
<drugitem>1537</drugitem> <!-- Stim copy -->
<drugitem>1536</drugitem> <!-- Reflex -->
</drugitems>
<xenophobic>1</xenophobic>
<no_female>1</no_female>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>338</uiIndex>
<szName>MMA Fighter</szName>
<szShortName>MMA Fighter</szShortName>
<szDescription>You were a good fighter, but you lost your promoter and contracts when&#10;some two-bit gangsters wanted to set up a fixed match and you refused.&#10;You beat the crap out of their boss, but that turned into a "family matter"&#10;and you had to hit the road.</szDescription>
<agility>4</agility>
<strength>3</strength>
<dexterity>2</dexterity>
<wisdom>-2</wisdom>
<ap_assault>6</ap_assault>
<resistance_physical>7</resistance_physical>
<prisonguard>200</prisonguard>
<capitulation>20</capitulation>
<drink_energyregen>50</drink_energyregen>
<water>-20</water>
<meleedamage>8</meleedamage>
<increased_maxcth>1</increased_maxcth>
<approach_threaten>16</approach_threaten>
<smoker>2</smoker>
<animal_friend>1</animal_friend>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>339</uiIndex>
<szName>Cemetery Guard</szName>
<szShortName>Cemetery Guard</szShortName>
<szDescription>It was fun helping with burials, spooking teenage couples, scaring away&#10;the wannabe satanists and beating up copper thieves. But constant night shifts&#10;took a toll on your eyesight, and you were eventually laid off.</szDescription>
<strength>2</strength>
<mechanical>2</mechanical>
<marksmanship>-1</marksmanship>
<ap_fortify>-5</ap_fortify>
<resistance_fear>20</resistance_fear>
<sleep>-1</sleep>
<meleedamage>5</meleedamage>
<increased_maxcth>-2</increased_maxcth>
<hearing_night>2</hearing_night>
<approach_threaten>10</approach_threaten>
<spotter>-3</spotter>
<smoker>1</smoker>
<fortify_assignment>110</fortify_assignment>
<burial_assignment>600</burial_assignment>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>340</uiIndex>
<szName>Merchant Seaman</szName>
<szShortName>Merchant Seaman</szShortName>
<szDescription>You joined the merchant marine to support your family, but long absences&#10;from home led to a divorce. To make more money for child support&#10;and the kids' college funds you turned to smuggling and human&#10;trafficking, leading you down a dangerous path.</szDescription>
<ap_desert>-3</ap_desert>
<ap_river>5</ap_river>
<ap_coastal>7</ap_coastal>
<ap_mountain>-2</ap_mountain>
<strength>5</strength>
<ap_swimming>-20</ap_swimming>
<resistance_alcohol>-18</resistance_alcohol>
<carrystrength>5</carrystrength>
<meleedamage>2</meleedamage>
<cth_blades>1</cth_blades>
<approach_direct>10</approach_direct>
<dislikebackground>2</dislikebackground>
<smoker>2</smoker>
<druguse>1</druguse>
<drugtypes>
<drugtype>2</drugtype> <!-- alcohol (40%) -->
<drugtype>4</drugtype> <!-- wine -->
</drugtypes>
<drugitems>
<drugitem>245</drugitem> <!-- alcohol (40%) -->
<drugitem>255</drugitem> <!-- wine -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>341</uiIndex>
<szName>Trafficker</szName>
<szShortName>Trafficker</szShortName>
<szDescription>You only accept cash in advance, taking full advantage of every hint of&#10;desperation. Push them into badly ventilated containers, put them into leaking&#10;boats, abandon them in a desert - as long as it's low-risk and high-profit,&#10;everything goes.</szDescription>
<ap_desert>3</ap_desert>
<ap_swamp>3</ap_swamp>
<ap_forest>3</ap_forest>
<ap_river>3</ap_river>
<ap_coastal>3</ap_coastal>
<ap_mountain>3</ap_mountain>
<strength>-2</strength>
<carrystrength>-5</carrystrength>
<speed_run>5</speed_run>
<camo>5</camo>
<stealth>5</stealth>
<approach_friendly>5</approach_friendly>
<approach_direct>5</approach_direct>
<approach_threaten>5</approach_threaten>
<approach_recruit>5</approach_recruit>
<smoker>1</smoker>
<burial_assignment>150</burial_assignment>
<dislikebackground>2</dislikebackground>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>342</uiIndex>
<szName>Drug Pusher</szName>
<szShortName>Drug Pusher</szShortName>
<szDescription>It's all about supply and demand - and there sure is a lot of demand.&#10;Someone's got to provide what the people want, and all that fentanyl&#10;isn't going to deliver itself. Blame the ones creating the demand,&#10;not the customer service.</szDescription>
<ap_urban>3</ap_urban>
<agility>1</agility>
<medical>4</medical>
<ap_inventory>-5</ap_inventory>
<betterprices>5</betterprices>
<sleep>1</sleep>
<meleedamage>2</meleedamage>
<cth_blades>3</cth_blades>
<approach_direct>5</approach_direct>
<approach_threaten>7</approach_threaten>
<disease_diagnose>7</disease_diagnose>
<dislikebackground>2</dislikebackground>
<animal_friend>1</animal_friend>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>343</uiIndex>
<szName>Navy Pharmacist</szName>
<szShortName>Navy Pharmacist</szShortName>
<szDescription>A chance to get a degree in pharmacology sure was a tempting bait,&#10;but your deployments turned out to be much less exciting than you&#10;hoped for. After some hesitation, you eventually left the Navy to&#10;start a freelance career in the field.</szDescription>
<ap_river>4</ap_river>
<ap_coastal>6</ap_coastal>
<medical>5</medical>
<wisdom>2</wisdom>
<leadership>1</leadership>
<marksmanship>1</marksmanship>
<ap_swimming>-20</ap_swimming>
<resistance_disease>10</resistance_disease>
<speed_bandaging>5</speed_bandaging>
<cth_blades>2</cth_blades>
<approach_friendly>10</approach_friendly>
<approach_direct>10</approach_direct>
<disease_diagnose>42</disease_diagnose>
<disease_treatment>47</disease_treatment>
<smoker>2</smoker>
<administration_assignment>300</administration_assignment>
<druguse>1</druguse>
<drugtypes>
<drugtype>13</drugtype> <!-- coffee -->
<drugtype>12</drugtype> <!-- energy drink 1 -->
</drugtypes>
<drugitems>
<drugitem>1575</drugitem> <!-- coffee -->
<drugitem>1573</drugitem> <!-- energy drink 1 -->
</drugitems>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>344</uiIndex>
<szName>Farmer</szName>
<szShortName>Farmer</szShortName>
<szDescription>You grew up on your family's land, preparing to one day take over the farm.&#10;But then the lawyers showed up, demanding money for the use of crops their&#10;company just acquired the patents for. Ruined, you turned to mercenary&#10;work to channel your anger.</szDescription>
<ap_urban>-6</ap_urban>
<ap_plains>3</ap_plains>
<strength>2</strength>
<dexterity>2</dexterity>
<mechanical>4</mechanical>
<marksmanship>1</marksmanship>
<travel_air>-10</travel_air>
<resistance_disease>15</resistance_disease>
<carrystrength>7</carrystrength>
<approach_direct>17</approach_direct>
<tracker_ability>20</tracker_ability>
<smoker>2</smoker>
<administration_assignment>-10</administration_assignment>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>345</uiIndex>
<szName>Scaredy Cat</szName>
<szShortName>Scaredy Cat</szShortName>
<szDescription>Homeschooled, secluded at home, constantly warned about the evils of&#10;the world, it came as a shock when your parents suddenly died and the&#10;bank took the house. You're definitely not cut out for this line of work,&#10;but you're stuck with it now.</szDescription>
<agility>6</agility>
<strength>-1</strength>
<mechanical>-1</mechanical>
<medical>-1</medical>
<wisdom>3</wisdom>
<explosives>-4</explosives>
<leadership>-3</leadership>
<marksmanship>-2</marksmanship>
<ap_height>-8</ap_height>
<ap_swimming>20</ap_swimming>
<travel_foot>-10</travel_foot>
<travel_car>-10</travel_car>
<travel_air>-10</travel_air>
<resistance_fear>-18</resistance_fear>
<resistance_suppression>-10</resistance_suppression>
<prisonguard>-50</prisonguard>
<capitulation>-50</capitulation>
<speed_run>5</speed_run>
<approach_friendly>-5</approach_friendly>
<approach_direct>-15</approach_direct>
<approach_threaten>-50</approach_threaten>
<approach_recruit>-25</approach_recruit>
<croucheddefense>-30</croucheddefense>
<snake_defense>-70</snake_defense>
<dislikebackground>-2</dislikebackground>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
<BACKGROUND>
<uiIndex>346</uiIndex>
<szName>Rocket Scientist</szName>
<szShortName>Rocket Scientist</szShortName>
<szDescription>You always admired how Wernher von Braun could weasel his way from&#10;war criminal to decorated NASA celebrity. Dedicated to achieving a similar&#10;untouchable status, you became a capable scientist. But times have changed,&#10;and you were fired for harrassment.</szDescription>
<ap_desert>5</ap_desert>
<agility>-1</agility>
<dexterity>1</dexterity>
<mechanical>8</mechanical>
<wisdom>8</wisdom>
<explosives>4</explosives>
<leadership>-3</leadership>
<resistance_physical>-5</resistance_physical>
<resistance_alcohol>-15</resistance_alcohol>
<interrogation>20</interrogation>
<carrystrength>-10</carrystrength>
<food>70</food>
<sleep>1</sleep>
<disarm_trap>10</disarm_trap>
<SAM_cth>20</SAM_cth>
<approach_friendly>-5</approach_friendly>
<approach_direct>2</approach_direct>
<approach_threaten>3</approach_threaten>
<approach_recruit>-2</approach_recruit>
<hackerskill>83</hackerskill>
<administration_assignment>150</administration_assignment>
<smoker>2</smoker>
<xenophobic>1</xenophobic>
<no_female>1</no_female>
<alt_impcreation>1</alt_impcreation>
</BACKGROUND>
</BACKGROUNDS>
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