Updated /Data folder

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2364 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2017-06-08 19:23:33 +00:00
parent 931d5570ff
commit d8b62fa5d3
30 changed files with 15874 additions and 5002 deletions
+25 -2
View File
@@ -321,6 +321,11 @@ BAD_AP_COST = 36
;***********************************************************************
AP_UNJAM = 2
;***********************************************************************
;* AP value to set grenade mode
;***********************************************************************
AP_GRENADE_MODE = 1
;***********************************************************************
;* The APs needed when you jump through a window *
;***********************************************************************
@@ -399,7 +404,6 @@ DEFAULT_AIMSKILL = 80
;***********************************************************************
AP_FORTIFICATION = 250
AP_REMOVE_FORTIFICATION = 150
AP_FILL_SANDBAG = 200
;***********************************************************************
;* The APs needed to eat *
@@ -436,6 +440,26 @@ AP_INVENTORY_ARM = 20
;***********************************************************************
AP_SPOTTER = 20
;***********************************************************************
;* The APs for hacking a computer *
;***********************************************************************
AP_HACK = 75
;***********************************************************************
;* The APs for reading a file *
;***********************************************************************
AP_READFILE = 12
;***********************************************************************
;* The APs for drinking from a watertap *
;***********************************************************************
AP_WATERTAP = 5
;***********************************************************************
;* The APs buying soda from a vending machine *
;***********************************************************************
AP_SODAMACHINE = 7
[BPConstants]
;***********************************************************************
;* Ratio of breath points to 1 energy (default = 100) *
@@ -512,7 +536,6 @@ BP_JUMPOFFWALL = 250
BP_JUMPWALL = 500
BP_FORTIFICATION = 700
BP_REMOVE_FORTIFICATION = 400
BP_FILL_SANDBAG = 500
BP_HANDCUFF = 100
BP_APPLYITEM = 50
BP_INVENTORY_ARM = 10
+20 -21
View File
@@ -107,7 +107,8 @@ RANGE_AR_MODIFIER = 1.0
RANGE_LMG_MODIFIER = 1.0
RANGE_SHOTGUN_MODIFIER = 1.0
RANGE_LAUNCHER_MODIFIER = 1.0
RANGE_GRENADE_MODIFIER = 1.0
RANGE_THROWINGKNIFE_MODIFIER= 1.0
RANGE_GRENADE_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -285,6 +286,22 @@ RECOILX_SHOTGUN_MODIFIER = 1.0
RECOILY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Weapon Jam Damage Thresholds
;
; These values define the status threshold where a gun can take damage when it jams.
; The lower this value is the lower the status of the gun has to be before it will take damage during a gun jam.
; Valid values are 0 to 100.
JAM_DAMAGE_THRESHOLD_PISTOL = 50
JAM_DAMAGE_THRESHOLD_MP = 75
JAM_DAMAGE_THRESHOLD_SMG = 70
JAM_DAMAGE_THRESHOLD_RIFLE = 40
JAM_DAMAGE_THRESHOLD_SNIPER = 45
JAM_DAMAGE_THRESHOLD_AR = 65
JAM_DAMAGE_THRESHOLD_LMG = 60
JAM_DAMAGE_THRESHOLD_SHOTGUN = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
[Armor Settings]
@@ -297,7 +314,7 @@ RECOILY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only).
; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor.
; Default is 0.2
; Default for vests is 0.2, for pants it is 0.6
CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
;******************************************************************************************************************************
@@ -328,22 +345,4 @@ DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER = 0.1
DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Energy Settings]
;******************************************************************************************************************************
;
; Energy consumption settings for non-vanilla batteries.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; various energy costs for the radio set
ENERGY_COST_RADIOSET_ACTIVATE = 600.00
ENERGY_COST_RADIOSET_JAM = 100.00
ENERGY_COST_RADIOSET_SCAN = 45.00
ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
+500 -77
View File
@@ -122,6 +122,14 @@ MAX_ITEM_SIZE = 34
MAX_WEAPON_SIZE = 9
OLD_INVENTORY_ITEM_NUMBER = 99
;------------------------------------------------------------------------------------------------------------------------------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TARGET_HEADANDLEG_IFPRONE = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -425,6 +433,23 @@ MINE_INCOME_PERCENTAGE = 100
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
;------------------------------------------------------------------------------------------------------------------------------
; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
; The maximum number of workers for each sector can be set in SectorNames.xml.
; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier
; is at a 100%.
;------------------------------------------------------------------------------------------------------------------------------
MINE_REQUIRES_WORKERS = FALSE
; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
WORKERRATE_PRESENT_INITIALLY = 0.25
; the cost of training a single worker
WORKER_TRAINING_COST = 30
; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
WORKER_TRAINING_POINTS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the ability to sell unneeded equipment to the locals.
;
@@ -537,7 +562,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
; Automatically save the game every N GAME-hours. 0 = disable.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_EVERY_N_HOURS = 0
AUTO_SAVE_EVERY_N_HOURS = 12
@@ -586,7 +611,7 @@ USE_EXTERNALIZED_LOADSCREENS = TRUE
; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
;------------------------------------------------------------------------------------------------------------------------------
USE_LOADSCREENHINTS = FALSE
USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
@@ -715,6 +740,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
;------------------------------------------------------------------------------------------------------------------------------
TIME_BOMB_WARNING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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.
@@ -847,15 +878,6 @@ SHOW_ENEMY_HEALTH = 1
SHOW_HEALTHBARSOVERHEAD = 0
;------------------------------------------------------------------------------------------------------------------------------
; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
; 0 - do not show cover
; 1 - show using color of merc's name
; 2 - same as 1, show only in stealth or when disguised
;------------------------------------------------------------------------------------------------------------------------------
SHOW_COVER_INDICATOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy/player hit counter?
@@ -948,15 +970,15 @@ ALTERNATE_MOUSE_COMMANDS = FALSE
; Positive values: item id from items.xml
;------------------------------------------------------------------------------------------------------------------------------
QUICK_ITEM_1 = 0
QUICK_ITEM_2 = 0
QUICK_ITEM_3 = 0
QUICK_ITEM_4 = 0
QUICK_ITEM_5 = 0
QUICK_ITEM_6 = 0
QUICK_ITEM_7 = 0
QUICK_ITEM_8 = 0
QUICK_ITEM_9 = 0
QUICK_ITEM_1 = -1
QUICK_ITEM_2 = -2
QUICK_ITEM_3 = -3
QUICK_ITEM_4 = -4
QUICK_ITEM_5 = -5
QUICK_ITEM_6 = -6
QUICK_ITEM_7 = -7
QUICK_ITEM_8 = -8
QUICK_ITEM_9 = -9
QUICK_ITEM_0 = 0
;------------------------------------------------------------------------------------------------------------------------------
@@ -1015,6 +1037,17 @@ ALLOW_LAZY_CIVILIANS = FALSE
CIVILIANS_AVOID_PLAYER_MINES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXTRA_CIVILIANS = FALSE
; Allow placing of new merchants
; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
ALLOW_EXTRA_MERCHANTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
@@ -1038,6 +1071,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
; will detonate on next turn instead of instant explosion
;------------------------------------------------------------------------------------------------------------------------------
DELAYED_GRENADE_EXPLOSION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 100
; Chance to say annoying phrase.
@@ -1061,10 +1102,19 @@ NEW_AI_TACTICAL = FALSE
; AI tweaks and improvements
;------------------------------------------------------------------------------------------------------------------------------
; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1
; for autofire capable weapons
AI_EXTRA_SUPPRESSION = FALSE
; less aggressive AI morale with some additional tweaks
AI_NEW_MORALE = FALSE
; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
AI_BETTER_COVER = FALSE
AI_EXTRA_FLANKING = FALSE
; disabled by default as it can be time consuming when playing covert
; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
AI_YELLOW_FLANKING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 3
@@ -1542,7 +1592,7 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
; Allow walking and sidesteps with raised weapons?
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
@@ -1644,7 +1694,7 @@ DISPLAY_SCOPE_MODES = FALSE
; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
SPOTTER_PREPARATIONTURNS = 3
SPOTTER_PREPARATIONTURNS = 2
; This variable intentionally has two meanings.
; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
@@ -1901,10 +1951,9 @@ SHOW_ENEMY_WEAPON = FALSE
SHOW_ENEMY_EXTENDED_INFO = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Show color coded enemy awareness sign when sneaking or covert
; Use color name to show soldier's status
;------------------------------------------------------------------------------------------------------------------------------
SHOW_ENEMY_AWARENESS = FALSE
IMPROVED_TACTICAL_UI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
@@ -1930,12 +1979,6 @@ INDIVIDUAL_ENEMY_NAMES = FALSE
INDIVIDUAL_ENEMY_RANK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Show enemy rank (exp. level) as icon
;------------------------------------------------------------------------------------------------------------------------------
SHOW_ENEMY_RANK_ICON = 0
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
@@ -1949,6 +1992,14 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
SOLDIER_PROFILES_ENEMY = FALSE
SOLDIER_PROFILES_MILITIA = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to enemy armed vehicles (tanks and jeeps).
; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
;
; Unless there is a separate setting, tank-settings also govern jeeps.
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, vehicles can be driven around tactical maps.
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
@@ -1983,6 +2034,8 @@ CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
@@ -2252,6 +2305,46 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
;******************************************************************************************************************************
;******************************************************************************************************************************
[Individual Militia Settings]
;------------------------------------------------------------------------------------------------------------------------------
; Settings for individual militia
;
; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
; - name
; - visuals
; - record of all battles they participated
; - kills and assists
; - health ratio
; - and a few other things
;
; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
;
; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
;------------------------------------------------------------------------------------------------------------------------------
; if TRUE this feature is on
INDIVIDUAL_MILITIA = FALSE
; For each kill, a militia gets 2 promotion points.
; For each assist, a militia gets 1 promotion point.
; Here we define how many promotion points a militia needs to be promoted.
; Values from 1 to 100.
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 10
; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Cover System Settings]
;******************************************************************************************************************************
@@ -2363,7 +2456,7 @@ SUPPRESSION_EFFECTIVENESS = 0
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
;
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
@@ -2468,7 +2561,7 @@ EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; 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 = FALSE
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
@@ -2487,34 +2580,26 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
;------------------------------------------------------------------------------------------------------------------------------
; Rain settings
;
; (For slow CPUs, you may want to disable rain entirely.
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable rain appearing in the game.
; Enable/Disable weather appearing in the game.
ALLOW_RAIN = FALSE
; Chance of rain to be triggered once per day.
RAIN_CHANCE_PER_DAY = 0
; Possible number of weather events happening per day
RAIN_EVENTS_PER_DAY = 5
; Minimum/Maximum length of rain.
; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY.
RAIN_CHANCE_PER_DAY = 70
; Minimum/Maximum length of waether.
RAIN_MIN_LENGTH_IN_MINUTES = 60
RAIN_MAX_LENGTH_IN_MINUTES = 300
RAIN_MAX_LENGTH_IN_MINUTES = 240
; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type
; 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 = 1
; This is the base setting for each weather
MAX_RAIN_DROPS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Lightning settings
@@ -2539,6 +2624,94 @@ 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
;------------------------------------------------------------------------------------------------------------------------------
; Sandstorm settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SANDSTORM = FALSE
; Possible number of weather events happening per day
SANDSTORM_EVENTS_PER_DAY = 3
; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY.
SANDSTORM_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SANDSTORM_MIN_LENGTH_IN_MINUTES = 120
SANDSTORM_MAX_LENGTH_IN_MINUTES = 240
;------------------------------------------------------------------------------------------------------------------------------
; Snow settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SNOW = FALSE
; Possible number of weather events happening per day
SNOW_EVENTS_PER_DAY = 1
; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY.
SNOW_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SNOW_MIN_LENGTH_IN_MINUTES = 120
SNOW_MAX_LENGTH_IN_MINUTES = 360
;------------------------------------------------------------------------------------------------------------------------------
; Various environment modifiers during weather
;------------------------------------------------------------------------------------------------------------------------------
; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10.
WEAPON_RELIABILITY_REDUCTION_RAIN = 0
WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1
WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4
WEAPON_RELIABILITY_REDUCTION_SNOW = 2
; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0.
BREATH_GAIN_REDUCTION_RAIN = 0.05
BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4
BREATH_GAIN_REDUCTION_SANDSTORM = 0.7
BREATH_GAIN_REDUCTION_SNOW = 0.2
; Sightrange reduction, range 0.0-1.0
; 0.0 = Weather doesn't decrease sightrange.
; 1.0 = Can't see anything at all.
VISUAL_DISTANCE_DECREASE_RAIN = 0.05
VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15
VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4
VISUAL_DISTANCE_DECREASE_SNOW = 0.3
; Hearing reduction, range 0.0-1.0
; 0.0 = No reduction
; 1.0 = Can't hear anything at all.
HEARING_REDUCTION_RAIN = 0.3
HEARING_REDUCTION_THUNDERSTORM = 0.8
HEARING_REDUCTION_SANDSTORM = 0.6
HEARING_REDUCTION_SNOW = 0.1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Environment Hazard Settings]
;******************************************************************************************************************************
; In this section you can enable various hazards to soldiers. These depend on the sector they are in.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Snake settings
;
; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water.
; The chance of snakes being active can be set via <snakechance> in SectorNames.xml. This chance is evaluated anew each turn.
; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_SNAKES = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2554,7 +2727,7 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
OVERHEATING = FALSE
; Should a 'thermometer' for guns and replacable barrels be displayed?
OVERHEATING_DISPLAY_THERMOMETER = FALSE
OVERHEATING_DISPLAY_THERMOMETER = TRUE
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
@@ -2593,13 +2766,13 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60
ZOMBIE_CAN_CLIMB = TRUE
; Can zombies jump through windows?
ZOMBIE_CAN_JUMP_WINDOWS = FALSE
ZOMBIE_CAN_JUMP_WINDOWS = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
ZOMBIE_EXPLODING_CIVS = FALSE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
@@ -2618,11 +2791,11 @@ ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = FALSE
ZOMBIE_RISE_WITH_ARMOUR = TRUE
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2780,11 +2953,15 @@ PMC_MAX_VETERANS = 20
;******************************************************************************************************************************
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE
; can roofs collapse when they or their supporting walls are hit?
ROOF_COLLAPSE = FALSE
; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it
; This is quite useful when adding fortification or interactive action data
PRINTOUTTILESET = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3069,7 +3246,14 @@ ARMY_USES_TANKS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_TANKS_IN_PATROLS = FALSE
; Minimum progress required for tanks to appear.
TANK_MINIMUM_PROGRESS = 0
TANK_MINIMUM_PROGRESS = 60
; Depending on game difficulty enemy groups created during offensives can include jeeps.
ARMY_USES_JEEPS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_JEEPS_IN_PATROLS = FALSE
; Minimum progress required for jeep to appear.
JEEP_MINIMUM_PROGRESS = 30
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
@@ -3134,15 +3318,6 @@ ADVANCED_REPAIR = FALSE
; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
DIRT_SYSTEM = FALSE
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
FULL_REPAIR_CLEANS_GUN = FALSE
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 700
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
DIRT_GLOBAL_MODIFIER = 1.25
@@ -3191,7 +3366,7 @@ ALLOW_TAKE_PRISONERS = FALSE
ENEMY_CAN_SURRENDER = FALSE
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds.
DISPLAY_SURRENDER_VALUES = FALSE
DISPLAY_SURRENDER_VALUES = TRUE
; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
SURRENDER_MULTIPLIER = 5.0
@@ -3223,11 +3398,12 @@ PRISONER_NOTHING_CHANCE = 25
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
PRISONER_INTERROGATION_POINTS_ADMIN = 80
PRISONER_INTERROGATION_POINTS_REGULAR = 100
PRISONER_INTERROGATION_POINTS_ELITE = 140
PRISONER_INTERROGATION_POINTS_OFFICER = 250
PRISONER_INTERROGATION_POINTS_ADMIN = 30
PRISONER_INTERROGATION_POINTS_REGULAR = 50
PRISONER_INTERROGATION_POINTS_ELITE = 80
PRISONER_INTERROGATION_POINTS_OFFICER = 150
PRISONER_INTERROGATION_POINTS_GENERAL = 250
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
; See also Tactical Enemy Role Settings for what generals are
@@ -3314,7 +3490,7 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
; 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
; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything)
ENCYCLOPEDIA = FALSE
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
@@ -3495,6 +3671,179 @@ ENEMY_INVESTIGATE_SECTOR = FALSE
REASSIGN_PENDING_REINFORCEMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Additional Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's additional AI on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Arulco Special Division
;
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
; This should control if, how and when these new features are used by the AI.
;
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
; For example, part of the AI budget might come from mine income, which the player can take away.
;
; If possible, the AI should have to buy and maintain its assets.
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
; Ideally this gives the player another immersive way to do sth. in the game.
; For example, enemy helicopters have to be bought, fuelled and repaired.
; In order to stop enemy heli raids, the player could
; - shoot them down
; - steal enemy fuel deliveries
; - sabotage enemy helis in their airfield
;
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
; These assets then have to be ordered and can only be used once arrived.
; The AI also decides how to use these assets.
;
; This feature is not recommended for new players.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division is active
ASD_ACTIVE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
; These are the base costs in $ for AI resources.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 100
ASD_COST_FUEL = 10
; a helicopter, valid from 1 to 1000000
ASD_COST_HELI = 30000
; a jeep (armed with a MG), valid from 1 to 1000000
ASD_COST_JEEP = 20000
; a tank, valid from 1 to 1000000
ASD_COST_TANK = 50000
;------------------------------------------------------------------------------------------------------------------------------
; Once bought, it takes time for resources to get to the country.
; These are the base times in minutes for the goods to arrive.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 60 * 48
ASD_TIME_FUEL = 480
; a helicopter, valid from 1 to 60 * 48
ASD_TIME_HELI = 1200
; a jeep (armed with a MG), , valid from 1 to 60 * 48
ASD_TIME_JEEP = 720
; a tank, , valid from 1 to 60 * 48
ASD_TIME_TANK = 1440
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps
;------------------------------------------------------------------------------------------------------------------------------
ASD_ASSIGNS_TANKS = TRUE
ASD_ASSIGNS_JEEPS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
;------------------------------------------------------------------------------------------------------------------------------
ASD_FUEL_REQUIRED_TANK = 100
ASD_FUEL_REQUIRED_JEEP = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
[Enemy Helicopter Settings]
;******************************************************************************************************************************
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress,
; it can purchase some for itself.
; Just like the player, it can then fly a small squad around on the map and deploy them.
; Helicopters have to be fuelled and repaired, which consumes AI resources.
;
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
; done manually and happens automatically once a heli is known and in range.
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
;
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
; are parking in their home base.
;
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
;
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division can use helicopters
ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 500
ENEMYHELI_HP = 100
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
ENEMYHELI_HP_REPAIRTIME = 6
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
ENEMYHELI_HP_COST = 200
; heli maximum fuel, valid from 25 to 200
ENEMYHELI_FUEL = 50
; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
ENEMYHELI_FUEL_REFUELTIME = 3
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to SAMs
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
;
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
; There are two kinds of anti-air-defense:
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
; They require control of the sector. They can be rendered inactive by damaging their control computer.
; Damaged SAM sites can be repaired by the player in the strategic map.
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
; CTH depends on quality of the staff and range to the target.
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
; They can only be used on targets in the same or adjacent sectors.
; CTH depends on weapon status, range and the user's cth with launchers.
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
;
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than
; SAM damage.
;------------------------------------------------------------------------------------------------------------------------------
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
; Valid from 0 to 10.
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_BASE = 25
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_VAR = 30
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_BASE = 40
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3869,6 +4218,9 @@ MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced
MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE
; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
@@ -3890,6 +4242,74 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Resource Settings]
;******************************************************************************************************************************
; These settings control whether we require resources to train and upgrade militia
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If this feature is used, the player can convert items to get 3 resources:
; Guns: obtained from weapons, ammo
; Armour: obtained from helmets, vests, pants, LBE and face items
; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs
;
; Whenever we train or promote militia, we spend these resources:
; - A green militia requires 1 Gun.
; - A promotion from green to regular militia requires 1 Gun + 1 Armour.
; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc..
;
; If we don't have enough resources, the training/promotion won't happen.
;
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
;
; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
; SELL_ITEMS_WITH_ALT_LMB works.
; Resources will be shown in the strategic map while the Militia view is active.
;
; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress.
;
; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE.
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_REQUIRE_RESOURCES = FALSE
; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far.
; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far
; values between 1.0 and 100.0, 10.0 recommended default
MILITIA_RESOURCES_PROGRESSFACTOR = 10.0
; class specific modifiers, values between 0.0 and 1.0
; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber
MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01
; the gun modifier covers all guns and launchers
MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9
MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3
MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2
MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25
MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17
MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03
; Different attachments have multiple modifiers. They also attribute to different resources
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2
; guns are further modified by a weapon class specific modifier
MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6
MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7
MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8
MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9
MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0
MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
@@ -4024,9 +4444,12 @@ ALLOW_BANDAGING_DURING_TRAVEL = FALSE
; 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
; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
REPAIR_RATE_DIVISOR = 2500
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
CLEANING_RATE_DIVISOR = 500
; 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.
+18 -1
View File
@@ -270,4 +270,21 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE
;victory celebration stuff
VICTORY_SECTOR_X = 3
VICTORY_SECTOR_Y = 16
VICTORY_POSITION = 5687
VICTORY_POSITION = 5687
[ASD]
; supply sector (resources for the AI arrive here)
ASD_SUPPLY_ARRIVAL_SECTOR_X = 3
ASD_SUPPLY_ARRIVAL_SECTOR_Y = 14
[Enemy Heli]
; enemy heli base and park positions
ENEMYHELI_BASE_X = 3
ENEMYHELI_BASE_Y = 14
; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base. Use -1 to not use
ENEMYHELI_BASE_PARKPOSITION_1 = 18475
ENEMYHELI_BASE_PARKPOSITION_2 = 18469
; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out
ENEMYHELI_BASE_PARK_TILEINDEX = 1689
+124 -5
View File
@@ -40,6 +40,7 @@ MORALE_FOOD = 1
MORALE_GOOD_FOOD = 5
MORALE_BAD_FOOD = -1
MORALE_LOATHSOME_FOOD = -5
MORALE_FEAR_OF_HEIGHTS = -8
[Strategic Morale Settings]
; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY)
@@ -50,6 +51,11 @@ MORALE_BATTLE_WON = 4
; ran from sector during battle
MORALE_RAN_AWAY = -5
; cowards can actually gain morale by running away
MORALE_RAN_AWAY_COWARD = 5
; penalty for cowards upon meeting hostiles in strategic that outnumber our forces by a factor >= 2
MORALE_ENEMYGROUP_COWARD = -3
MORALE_HEARD_BATTLE_WON = 2
MORALE_HEARD_BATTLE_LOST = -2
@@ -112,15 +118,14 @@ MORALE_PLAYER_INACTIVE_DAYS = 3
MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS = -1
MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS = 2
; merc was prevented from getting drunk, high or scrounging
MORALE_PREVENTED_MISBEHAVIOUR = -1
[Morale Modifiers Settings]
; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100)
MORALE_MOD_MAX = 50
; modifies how strong effect alcohol and drugs have on morale (in percents, 0 - 10000)
DRUG_EFFECT_MORALE_MOD = 150
ALCOHOL_EFFECT_MORALE_MOD = 160
PHOBIC_LIMIT = 20
; modifiers to morale gain depending on merc character (only if new trait system is on)
@@ -162,4 +167,118 @@ MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2
; SANDRO - morale is going down faster if not fighting for malicious characters
; modifies morale change for malicious mercs during hourly update
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
[Dynamic Opinion Modifiers Settings]
; if someone else did something to us, our opinion of them is modified
; values between -50 and 0 for bad stuff and 0 and 50 for good stuff
; If a modifier is set to 0, this event is not used, thereby allowing to turn specific events off.
; friendly fire
OPINIONEVENT_FRIENDLYFIRE = -10
; a snitch told the player about our complaining
OPINIONEVENT_SNITCHSOLDMEOUT = -3
; a snitch stopped us from stealing/taking drugs
OPINIONEVENT_SNITCHINTERFERENCE = -5
; someone else is friends with someone we really don't like
OPINIONEVENT_FRIENDSWITHHATED = -4
; someone else got a contract extension before we did, even though we had less time to begin with
OPINIONEVENT_CONTRACTEXTENSION = -2
; we blame our leader for a retreat order
OPINIONEVENT_ORDEREDRETREAT = -6
; someone killed a non-hostile civilian/militia
OPINIONEVENT_CIVKILLER = -8
; someone carries too much and slows down the squad
OPINIONEVENT_SLOWSUSDOWN = -2
; we are hungry and someone else has food and obviously does not share
OPINIONEVENT_NOSHARINGFOOD = -1
; someone else's disability kicked in
OPINIONEVENT_ANNOYINGDISABILITY = -2
; other merc is an addict and consumes drugs
OPINIONEVENT_ADDICT = -6
; other merc is stealing
OPINIONEVENT_THIEF = -5
; we blame our leader for huge battle losses
OPINIONEVENT_WORSTCOMMANDEREVER = -9
; someone else earns a lot more, we feel it's unfair. See also WAGE_ACCEPTANCE_FACTOR in JA2_Options.ini
OPINIONEVENT_RICHGUY = -1
; Someone else has way better gear than we do
OPINIONEVENT_BETTERGEAR = -2
; someone else used our body as a rifle rest
OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS = -3
; someone treated our wounds, also counts for doctoring
OPINIONEVENT_BANDAGED = 1
; each time mercs drink alcohol together, this can go either good (67%) or bad (33%).
; Good on good causes super, bad on bad causes worse. Bad and good cancel each other out.
OPINIONEVENT_DRINKBUDDIES_GOOD = 1
OPINIONEVENT_DRINKBUDDIES_SUPER = 4
OPINIONEVENT_DRINKBUDDIES_BAD = -1
OPINIONEVENT_DRINKBUDDIES_WORSE = -4
; sometimes another mercs can interject in an ongoing argument. If it is an IMP, the player can choose what to say
; There is a chance that parties in the argument alter their opinion towards the 'interjector' depending on the statement
; someone argued against/for us
OPINIONEVENT_AGAINST_US = -2
OPINIONEVENT_FOR_US = 2
; someone argued against/for the other side of the argument
OPINIONEVENT_AGAINST_ENEMY = 1
OPINIONEVENT_FOR_ENEMY = -1
; someone attempted to solve the argument by taking a reasonable stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_REASON_GOOD = 2
OPINIONEVENT_SOLVECONFLICT_REASON_BAD = -2
; someone attempted to solve the argument by taking an aggressive stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD = 3
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD = -3
; someone is sick, and we find that disgusting (whether disease is disgusting can be set in Disease.xml)
OPINIONEVENT_DISEASE_DISGUSTING = -3
; someone treated our disease
OPINIONEVENT_DISEASE_TREATMENT = 1
; someone killed someone in a brutal fashion, and we like/dislike that
OPINIONEVENT_BRUTAL_GOOD = 1
OPINIONEVENT_BRUTAL_BAD = -2
; someone taught us and we are grateful
OPINIONEVENT_TEACHER = 1
; our leader led us to a magnificent victory
OPINIONEVENT_BESTCOMMANDEREVER = 8
; someone saved us in battle by killing whoever attacked (and likely wounded) us
OPINIONEVENT_BATTLE_SAVIOUR = 6
; someone stole our kill. That guy was OURs to take down!
OPINIONEVENT_FRAGTHIEF = -2
; someone helped us take down an enemy
OPINIONEVENT_BATTLE_ASSIST = 1
; someone captured the enemy instead of killing them, and we approve
OPINIONEVENT_BATTLE_TOOK_PRISONER = 3
; someone injured a non-hostile civilian/militia
OPINIONEVENT_CIV_ATTACKER = -3
@@ -48,8 +48,8 @@
**************
** Examples **
**************
if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX (13,4) ) == false ) then
if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13,4) ) ) == false then
-- instructions
else
-- instructions
+28 -12
View File
@@ -116,22 +116,22 @@ CreatureMusic = {
local sectorList = {
-- Miguel's basement
{ location = "A10-1", loadscreen = "LS_Basement", },
{ location = "A10-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
-- Tixa
{ location = "J9-1", loadscreen = "LS_Basement", },
{ location = "J9-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
-- feeding zone
{ location = "J9-2", loadscreen = "LS_Cave", },
-- Orta
{ location = "K4-1", loadscreen = "LS_Basement", },
{ location = "K4-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
-- Meduna
{ location = "O3-1", loadscreen = "LS_Basement", },
{ location = "P3-1", loadscreen = "LS_Basement", },
{ location = "O3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
{ location = "P3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
-- San Mona mine
@@ -352,18 +352,34 @@ Return values
function GetLoadscreen(location, timeOfDay)
local function Return(name)
return "Loadscreens\\" .. name, "sti"
end
local s = sectorList[location]
if s ~= nil and s.loadscreen ~= nil then
return "Loadscreens\\" .. s.loadscreen, "sti"
else
-- resorting to defaults
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
level = location:sub(#location, #location)
local level = location:sub(#location, #location)
if level == "1" then
return "Loadscreens\\LS_Mine", "sti"
return Return("LS_Mine")
else
return "Loadscreens\\LS_Cave", "sti"
return Return("LS_Cave")
end
end
end
+87 -7
View File
@@ -79,8 +79,6 @@ Facts = {
FACT_ALL_TERRORISTS_KILLED = 156,
}
local NOBODY = 254
History = {
HISTORY_ENTERED_HISTORY_MODE = 0,
HISTORY_HIRED_MERC_FROM_AIM = 1,
@@ -169,9 +167,93 @@ Profil =
ELLIOT = 135,
CONRAD = 70,
CARMEN = 78,
KINGPIN = 86,
MADLAB = 146,
ROBOT = 62,
MIGUEL = 57,
KYLE = 95,
}
SoldierClass =
{
SOLDIER_CLASS_NONE = 0,
SOLDIER_CLASS_ADMINISTRATOR = 1,
SOLDIER_CLASS_ELITE = 2,
SOLDIER_CLASS_ARMY = 3,
}
CivGroup =
{
REBEL_CIV_GROUP = 1,
KINGPIN_CIV_GROUP = 2,
WARDEN_CIV_GROUP = 11,
BOUNTYHUNTER_CIV_GROUP = 25,
SCIENTIST_GROUP = 27,
RADAR_TECHNICIAN_GROUP = 28,
AIRPORT_STAFF_GROUP = 29,
BARRACK_STAFF_GROUP = 30,
FACTORY_GROUP = 31,
ADMINISTRATIVE_STAFF_GROUP = 32,
LOYAL_CIV_GROUP = 33,
}
Bodytype =
{
REGMALE = 0,
BIGMALE = 1,
STOCKYMALE = 2,
REGFEMALE = 3,
FATCIV = 11,
MANCIV = 12,
MINICIV = 13,
DRESSCIV = 14,
HATKIDCIV = 15,
KIDCIV = 16,
CRIPPLECIV = 17,
}
Skin =
{
PINKSKIN = 0,
TANSKIN = 1,
DARKSKIN = 2,
BLACKSKIN = 3,
}
Hair =
{
WHITEHEAD = 0,
BLACKHEAD = 1,
BROWNHEAD = 2,
BLONDEHEAD = 3,
REDHEAD = 4,
}
Vest =
{
WHITEVEST = 0,
GYELLOWSHIRT = 1,
YELLOWVEST = 2,
GREYVEST = 3,
BROWNVEST = 4,
PURPLESHIRT = 5,
BLUEVEST = 6,
JEANVEST = 7,
GREENVEST = 8,
REDVEST = 9,
BLACKSHIRT = 10,
}
Pants =
{
BLUEPANTS = 0,
BLACKPANTS = 1,
JEANPANTS = 2,
TANPANTS = 3,
BEIGEPANTS = 4,
GREENPANTS = 5,
}
local gsRobotGridNo
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
@@ -183,11 +265,9 @@ function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
SetCharacterSectorX(Profil.ANGEL, 0)
SetCharacterSectorY(Profil.ANGEL, 0)
end
if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
gubBoxerID( 0, NOBODY )
gubBoxerID( 1, NOBODY )
gubBoxerID( 2, NOBODY )
ResetBoxers()
end
if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then
@@ -235,4 +315,4 @@ function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
-- reset the state of the museum alarm for Eldin's quotes
SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
end
end
+32 -3
View File
@@ -406,6 +406,10 @@ REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold.
; Local weaponsmiths can restore this up to 100% during repair.
; If set to TRUE, mercs with this trait can also do this.
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -729,6 +733,11 @@ COVERT_ELITES_UNCOVER_RADIUS = 6
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
COVERT_DETECTEDIFBLEEDING = FALSE
; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform
; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform,
; and redisguise automatically after 3 turns not seen by the enemy
COVERT_STRIPIFUNCOVERED = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Radio Operator]
@@ -761,6 +770,14 @@ RADIO_OPERATOR_MORTAR_RADIUS = 10
; the initial signal shell lands within x tiles radius of their target
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors
; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
; 0: not at all
; 1: if they are in the same town
; 2: if either this or the adjacent sector is in a town
; 3: possible in all sectors
RADIO_OPERATOR_REINFORCEMENT_SETTING = 2
; scan assignment: detect enemies up to x sectors away
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
@@ -830,8 +847,8 @@ MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; (This only applies for survivalist himself.)
ENERGY_SPENT_TRAVEL_REDUCTION = 50
; Percentage of weather penalties reduced
WEATHER_PENALTIES_REDUCTION = 35
; Percentage of weather penalties reduced. Values from 0.0 to 1.0.
WEATHER_PENALTIES_REDUCTION = 0.35
; Camouflage wear out percentage speed reduction
CAMO_WORNOUT_SPEED_REDUCTION = 75
@@ -841,4 +858,16 @@ CAMO_WORNOUT_SPEED_REDUCTION = 75
TRACKER_MAX_RANGE = 30
; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30.
TRACKER_ABILITY = 30
TRACKER_ABILITY = 30
; reduce likelihood of getting diseases by x percent
; values from 0% to 100%
DISEASE_RESISTANCE = 10
; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50%
; values from -100% to 100%
FOOD_CONSUMPTION = -20
DRINK_CONSUMPTION = -10
; bonus to evade snake attacks in water
SNAKE_EVADE_BONUS = 10
+40 -16
View File
@@ -1,217 +1,241 @@
<!--
In this file you can define, which mercs should be available on AIM website.
This works for USE_PROFILE_DATA_FROM_XML = TRUE (using MercProfiles.xml) and FALSE (using BinaryData\Prof*.dat), but with FALSE, only the first 40 entries in this file will be used.
Important: When USE_PROFILE_DATA_FROM_XML = FALSE, you can only remove mercs from AIM and cannot add new mercs to AIM.
uiIndex (0 - 254): Do not delete any entries from the file.
ProfileId (0 - 254): Set this value to the matching profile from prof.dat/MercProfiles.xml. You should add the profile on the correct uiIndex (uiIndex = ProfileId)!
Set this value to -1, and the merc will not be available in AIM.
AimBioID: The matching record in BinaryData\AIMBIOS.EDT file
Set the value to -1, when no AIMBios entry is available for the merc.
-->
<AIM_AVAILABLES>
<AIM>
<uiIndex>0</uiIndex>
<description>Barry</description>
<ProfilId>0</ProfilId>
<AimBioID>0</AimBioID>
</AIM>
<AIM>
<uiIndex>1</uiIndex>
<description>Blood</description>
<ProfilId>1</ProfilId>
<AimBioID>1</AimBioID>
</AIM>
<AIM>
<uiIndex>2</uiIndex>
<description>Lynx</description>
<ProfilId>2</ProfilId>
<AimBioID>2</AimBioID>
</AIM>
<AIM>
<uiIndex>3</uiIndex>
<description>Grizzly</description>
<ProfilId>3</ProfilId>
<AimBioID>3</AimBioID>
</AIM>
<AIM>
<uiIndex>4</uiIndex>
<description>Vicki</description>
<ProfilId>4</ProfilId>
<AimBioID>4</AimBioID>
</AIM>
<AIM>
<uiIndex>5</uiIndex>
<description>Trevor</description>
<ProfilId>5</ProfilId>
<AimBioID>5</AimBioID>
</AIM>
<AIM>
<uiIndex>6</uiIndex>
<description>Grunty</description>
<ProfilId>6</ProfilId>
<AimBioID>6</AimBioID>
</AIM>
<AIM>
<uiIndex>7</uiIndex>
<description>Ivan</description>
<ProfilId>7</ProfilId>
<AimBioID>7</AimBioID>
</AIM>
<AIM>
<uiIndex>8</uiIndex>
<description>Steroid</description>
<ProfilId>8</ProfilId>
<AimBioID>8</AimBioID>
</AIM>
<AIM>
<uiIndex>9</uiIndex>
<description>Igor</description>
<ProfilId>9</ProfilId>
<AimBioID>9</AimBioID>
</AIM>
<AIM>
<uiIndex>10</uiIndex>
<description>Shadow</description>
<ProfilId>10</ProfilId>
<AimBioID>10</AimBioID>
</AIM>
<AIM>
<uiIndex>11</uiIndex>
<description>Red</description>
<ProfilId>11</ProfilId>
<AimBioID>11</AimBioID>
</AIM>
<AIM>
<uiIndex>12</uiIndex>
<description>Reaper</description>
<ProfilId>12</ProfilId>
<AimBioID>12</AimBioID>
</AIM>
<AIM>
<uiIndex>13</uiIndex>
<description>Fidel</description>
<ProfilId>13</ProfilId>
<AimBioID>13</AimBioID>
</AIM>
<AIM>
<uiIndex>14</uiIndex>
<description>Fox</description>
<ProfilId>14</ProfilId>
<AimBioID>14</AimBioID>
</AIM>
<AIM>
<uiIndex>15</uiIndex>
<description>Sidney</description>
<ProfilId>15</ProfilId>
<AimBioID>15</AimBioID>
</AIM>
<AIM>
<uiIndex>16</uiIndex>
<description>Gus</description>
<ProfilId>16</ProfilId>
<AimBioID>16</AimBioID>
</AIM>
<AIM>
<uiIndex>17</uiIndex>
<description>Buns</description>
<ProfilId>17</ProfilId>
<AimBioID>17</AimBioID>
</AIM>
<AIM>
<uiIndex>18</uiIndex>
<description>Ice</description>
<ProfilId>18</ProfilId>
<AimBioID>18</AimBioID>
</AIM>
<AIM>
<uiIndex>19</uiIndex>
<description>Spider</description>
<ProfilId>19</ProfilId>
<AimBioID>19</AimBioID>
</AIM>
<AIM>
<uiIndex>20</uiIndex>
<description>Cliff</description>
<ProfilId>20</ProfilId>
<AimBioID>20</AimBioID>
</AIM>
<AIM>
<uiIndex>21</uiIndex>
<description>Bull</description>
<ProfilId>21</ProfilId>
<AimBioID>21</AimBioID>
</AIM>
<AIM>
<uiIndex>22</uiIndex>
<description>Hitman</description>
<ProfilId>22</ProfilId>
<AimBioID>22</AimBioID>
</AIM>
<AIM>
<uiIndex>23</uiIndex>
<description>Buzz</description>
<ProfilId>23</ProfilId>
<AimBioID>23</AimBioID>
</AIM>
<AIM>
<uiIndex>24</uiIndex>
<description>Raider</description>
<ProfilId>24</ProfilId>
<AimBioID>24</AimBioID>
</AIM>
<AIM>
<uiIndex>25</uiIndex>
<description>Raven</description>
<ProfilId>25</ProfilId>
<AimBioID>25</AimBioID>
</AIM>
<AIM>
<uiIndex>26</uiIndex>
<description>Static</description>
<ProfilId>26</ProfilId>
<AimBioID>26</AimBioID>
</AIM>
<AIM>
<uiIndex>27</uiIndex>
<description>Len</description>
<ProfilId>27</ProfilId>
<AimBioID>27</AimBioID>
</AIM>
<AIM>
<uiIndex>28</uiIndex>
<description>Danny</description>
<ProfilId>28</ProfilId>
<AimBioID>28</AimBioID>
</AIM>
<AIM>
<uiIndex>29</uiIndex>
<description>Magic</description>
<ProfilId>29</ProfilId>
<AimBioID>29</AimBioID>
</AIM>
<AIM>
<uiIndex>30</uiIndex>
<description>Stephen</description>
<ProfilId>30</ProfilId>
<AimBioID>30</AimBioID>
</AIM>
<AIM>
<uiIndex>31</uiIndex>
<description>Scully</description>
<ProfilId>31</ProfilId>
<AimBioID>31</AimBioID>
</AIM>
<AIM>
<uiIndex>32</uiIndex>
<description>Malice</description>
<ProfilId>32</ProfilId>
<AimBioID>32</AimBioID>
</AIM>
<AIM>
<uiIndex>33</uiIndex>
<description>Dr. Q</description>
<ProfilId>33</ProfilId>
<AimBioID>33</AimBioID>
</AIM>
<AIM>
<uiIndex>34</uiIndex>
<description>Nails</description>
<ProfilId>34</ProfilId>
<AimBioID>34</AimBioID>
</AIM>
<AIM>
<uiIndex>35</uiIndex>
<description>Thor</description>
<ProfilId>35</ProfilId>
<AimBioID>35</AimBioID>
</AIM>
<AIM>
<uiIndex>36</uiIndex>
<description>Scope</description>
<ProfilId>36</ProfilId>
<AimBioID>36</AimBioID>
</AIM>
<AIM>
<uiIndex>37</uiIndex>
<description>Wolf</description>
<ProfilId>37</ProfilId>
<AimBioID>37</AimBioID>
</AIM>
<AIM>
<uiIndex>38</uiIndex>
<description>MD</description>
<ProfilId>38</ProfilId>
<AimBioID>38</AimBioID>
</AIM>
<AIM>
<uiIndex>39</uiIndex>
<description>Meltdown</description>
<ProfilId>39</ProfilId>
<AimBioID>39</AimBioID>
</AIM>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,204 +1,213 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains the email text for each merc (that is available on the M.E.R.C website),
when Speck sends us the mail, when the salary of a M.E.R.C merc increases.
uiIndex: This represents the merc index from MercProfiles.xml (Prof.dat)
Subject: The email subject
Message: The email message body
-->
<EMAIL_MERC_LEVEL_UP>
<EMAIL>
<uiIndex>0</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>1</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>2</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>3</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>4</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>5</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>6</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>7</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>8</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>9</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>10</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>11</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>12</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>13</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>14</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>15</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>16</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>17</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>18</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>19</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>20</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>21</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>22</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>23</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>24</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>25</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>26</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>27</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>28</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>29</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>30</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>31</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>32</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>33</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>34</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>35</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>36</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>37</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>38</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>39</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
@@ -269,37 +278,37 @@
</EMAIL>
<EMAIL>
<uiIndex>51</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>52</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>53</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>54</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>55</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>56</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<uiIndex>57</uiIndex>
<Subject>Subject : None</Subject>
<Subject>Subject: None</Subject>
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
@@ -231,11 +231,11 @@ Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
</NAME>
<NAME>
<uiIndex>51</uiIndex>
<Name>None</Name>
<Name>Kerberus Inc</Name>
</NAME>
<NAME>
<uiIndex>52</uiIndex>
<Name>None</Name>
<Name>Angel DaSilva</Name>
</NAME>
<NAME>
<uiIndex>53</uiIndex>
+2 -2
View File
@@ -1095,8 +1095,8 @@
</ITEM>
<ITEM>
<uiIndex>212</uiIndex>
<Type>0</Type>
<szFile></szFile>
<Type>4</Type>
<szFile>FACES\FACESGEAR\Face_SunGoggles</szFile>
</ITEM>
<!-- Gas Mask -->
<ITEM>
+6 -6
View File
@@ -107,8 +107,8 @@
</AMMO>
<AMMO>
<uiIndex>21</uiIndex>
<AmmoCaliber>12.7mm</AmmoCaliber>
<BRCaliber>12.7mm</BRCaliber>
<AmmoCaliber>12.7x108mm</AmmoCaliber>
<BRCaliber>12.7x108mm</BRCaliber>
</AMMO>
<AMMO>
<uiIndex>22</uiIndex>
@@ -122,8 +122,8 @@
</AMMO>
<AMMO>
<uiIndex>24</uiIndex>
<AmmoCaliber>7.62x54R</AmmoCaliber>
<BRCaliber>7.62x54R</BRCaliber>
<AmmoCaliber>7.62x54mmR</AmmoCaliber>
<BRCaliber>7.62x54mmR</BRCaliber>
</AMMO>
<AMMO>
<uiIndex>25</uiIndex>
@@ -137,8 +137,8 @@
</AMMO>
<AMMO>
<uiIndex>27</uiIndex>
<AmmoCaliber>10mm</AmmoCaliber>
<BRCaliber>10mm</BRCaliber>
<AmmoCaliber>10x25mm</AmmoCaliber>
<BRCaliber>10x25mm</BRCaliber>
</AMMO>
<AMMO>
<uiIndex>28</uiIndex>
+272 -84
View File
@@ -1,4 +1,57 @@
<?xml version="1.0" encoding="utf-8"?>
<!---
This xml defines the properties of different ammo types.
<uiIndex> ammotype number. Referred to with <ubAmmoType> in Magazines.xml
<fontColour> Colour used when displaying ammo count, taken from FONTS\\TINYFONT1.sti
<grayed> determines what picture to use for the ammo button (no, this doesn't make a lot of sense)
<offNormal>
<onNormal>
<structureImpactReductionMultiplier> / <structureImpactReductionDivisor>
modifies how much bullet damage is reduced when hitting a structure.
<armourImpactReductionMultiplier> / <armourImpactReductionDivisor>
modifies protection value of body armour we hit with the bullet
<beforeArmourDamageMultiplier> / <beforeArmourDamageDivisor>
modifies damage before armour is hit. Is only used if <highExplosive> is > 0
<afterArmourDamageMultiplier> / <afterArmourDamageDivisor>
modifies damage after armour is hit. Not used against armed vehicles.
<zeroMinimumDamage> 0/1 setting. If set to 1, bullet damage can be 0.
<usPiercePersonChanceModifier>
if > 0, extra chance for bullet to continue flying if gun isn't a rocket launcher or cannon (and bullet is still powerful enough)
<standardIssue> 0/1 setting. If set to 1, magazines of this ammo are considered when determining ammo for the AI inventory.
<numberOfBullets> number of projectiles fired per shot. If > 1, this is considered buckshot
<multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor>
modifies damage immediately when fired if > 1 projectile is fired per bullet
<highExplosive> number of explosive item used when exploding
<explosionSize> explosion size: 0=none, 1=small, 2=medium, 3=large
<dart> 0/1 setting. If set to 1, damage dealt > 0, target is not an armed vehicle and is hit very accurate, target might be put to sleep.
<knife> 0/1 setting. If set to 1, target is seen by shooter, bullet is not a fragment, and this is a stealth attack, chance to instakill the target
<monsterSpit> bullet gets increased damage according to creature gas items, can blind targets, damage head gear and spawn creature gas
<acidic> 0/1 setting. If set to 1, armour is destroyed 4 times as fast
<ignoreArmour> 0/1 setting. If set to 1, torso and leg armour is ignored
<lockBustingPower> extra damage done to locks
<tracerEffect> 0/1 setting. If set to 1, bullets can be tracers. Flash suppressors don't work, not selected on AI single shot guns.
<spreadPattern /> spread pattern used from SpreadPatterns.xml
<temperatureModificator> additive modifier for temperature generation. 1.0 means +100%
<dirtModificator> additive modifier for dirt generation. 1.0 means +100%
<ammoflag> flagmask for various ammo properties:
AMMO_CRYO 1 this ammo shock-freezes target (scifi)
AMMO_BLIND 2 this ammo will blind if it hits the head
AMMO_ANTIMATERIEL 4 this ammo is anti-materiel, bullets can destroy structures
<dDamageModifierLife> multiplier for damage to health
<dDamageModifierBreath> multiplier for damage to breath
<dDamageModifierTank> additional multiplier for damage to health if target is a tank
<dDamageModifierArmouredVehicle> additional multiplier for damage to health if target is not a tank but armed vehicle or robot
<dDamageModifierCivilianVehicle> additional multiplier for damage to health if target is unarmed vehicle
<dDamageModifierZombie> additional multiplier for damage to health if target is zombie
-->
<AMMOTYPELIST>
<AMMOTYPE>
<uiIndex>0</uiIndex>
@@ -16,14 +69,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -32,9 +84,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.0</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>1</uiIndex>
@@ -52,14 +110,13 @@
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -68,9 +125,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.17</temperatureModificator>
<dirtModificator>0.1</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>2</uiIndex>
@@ -88,14 +151,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -104,9 +166,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.13</temperatureModificator>
<dirtModificator>0.2</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>3</uiIndex>
@@ -124,14 +192,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -140,9 +207,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.3</temperatureModificator>
<dirtModificator>0.2</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.6</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>4</uiIndex>
@@ -160,14 +233,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>9</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -175,10 +247,16 @@
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<spreadPattern>Buckshot</spreadPattern>
<temperatureModificator>0.0</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>5</uiIndex>
@@ -196,14 +274,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>50</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>6</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>3</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -211,10 +288,16 @@
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<spreadPattern>Flechette</spreadPattern>
<temperatureModificator>0.03</temperatureModificator>
<dirtModificator>-0.25</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>6</uiIndex>
@@ -232,14 +315,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>2</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -248,9 +330,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.08</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.5</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>7</uiIndex>
@@ -268,14 +356,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>1</monsterSpit>
@@ -284,9 +371,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.0</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>8</uiIndex>
@@ -304,14 +397,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>1</knife>
<monsterSpit>0</monsterSpit>
@@ -320,9 +412,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.0</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>9</uiIndex>
@@ -340,14 +438,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -356,9 +453,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.15</temperatureModificator>
<dirtModificator>0.0</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>10</uiIndex>
@@ -376,14 +479,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>1</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -392,9 +494,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.3</temperatureModificator>
<dirtModificator>0.4</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>1.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.75</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>11</uiIndex>
@@ -412,14 +520,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>1</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -428,9 +535,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.1</temperatureModificator>
<dirtModificator>-0.5</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>12</uiIndex>
@@ -448,14 +561,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -464,9 +576,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.5</temperatureModificator>
<dirtModificator>0.8</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>13</uiIndex>
@@ -484,14 +602,13 @@
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -500,9 +617,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.35</temperatureModificator>
<dirtModificator>0.3</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.5</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>14</uiIndex>
@@ -520,14 +643,13 @@
<afterArmourDamageMultiplier>30</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -536,9 +658,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.2</temperatureModificator>
<dirtModificator>0.08</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>0.3</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>15</uiIndex>
@@ -556,14 +684,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -572,9 +699,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>1</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.25</temperatureModificator>
<dirtModificator>0.4</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>16</uiIndex>
@@ -592,14 +725,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -608,9 +740,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>1</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.35</temperatureModificator>
<dirtModificator>0.5</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>17</uiIndex>
@@ -628,14 +766,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -644,9 +781,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.08</temperatureModificator>
<dirtModificator>0.15</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>18</uiIndex>
@@ -664,14 +807,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>15</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -680,9 +822,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.18</temperatureModificator>
<dirtModificator>0.35</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>19</uiIndex>
@@ -700,14 +848,13 @@
<afterArmourDamageMultiplier>95</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -716,9 +863,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.1</temperatureModificator>
<dirtModificator>-0.15</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>20</uiIndex>
@@ -736,14 +889,13 @@
<afterArmourDamageMultiplier>16</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -752,9 +904,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.15</temperatureModificator>
<dirtModificator>-0.05</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>21</uiIndex>
@@ -772,14 +930,13 @@
<afterArmourDamageMultiplier>75</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -788,9 +945,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.04</temperatureModificator>
<dirtModificator>0.1</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.2</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>22</uiIndex>
@@ -808,14 +971,13 @@
<afterArmourDamageMultiplier>75</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -824,9 +986,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.07</temperatureModificator>
<dirtModificator>0.1</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.3</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>23</uiIndex>
@@ -844,14 +1012,13 @@
<afterArmourDamageMultiplier>26</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -860,9 +1027,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>-0.05</temperatureModificator>
<dirtModificator>-0.1</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>24</uiIndex>
@@ -880,14 +1053,13 @@
<afterArmourDamageMultiplier>26</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -896,9 +1068,15 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.13</temperatureModificator>
<dirtModificator>0.03</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>25</uiIndex>
@@ -916,14 +1094,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -932,9 +1109,15 @@
<lockBustingPower>100</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.06</temperatureModificator>
<dirtModificator>0.35</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.3</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>26</uiIndex>
@@ -944,7 +1127,7 @@
<offNormal>21</offNormal>
<onNormal>23</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>2</structureImpactReductionDivisor>
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>3</beforeArmourDamageMultiplier>
@@ -952,14 +1135,13 @@
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<usPiercePersonChanceModifier>60</usPiercePersonChanceModifier>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
@@ -968,8 +1150,14 @@
<lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>1</temperatureModificator>
<temperatureModificator>0.23</temperatureModificator>
<dirtModificator>0.27</dirtModificator>
<ammoflag>0</ammoflag>
<dDamageModifierLife>1.0</dDamageModifierLife>
<dDamageModifierBreath>1.0</dDamageModifierBreath>
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.8</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>
</AMMOTYPE>
</AMMOTYPELIST>
+6 -1
View File
@@ -24,7 +24,12 @@
-->
<CLOTHESLIST>
<CLOTHES>
<uiIndex>0</uiIndex>
<szName>None</szName>
<Vest />
<Pants />
</CLOTHES>
<CLOTHES>
<uiIndex>1</uiIndex>
<szName>YELLOWVEST</szName>
File diff suppressed because it is too large Load Diff
@@ -97,7 +97,7 @@
<DamageKeyFrame>18</DamageKeyFrame>
<ExplosionSoundID>286</ExplosionSoundID>
<AltExplosionSoundID>-1</AltExplosionSoundID>
<BlastFilename>TILECACHE\FLAM_EXP.STI</BlastFilename>
<BlastFilename>TILECACHE\ZGRAV_C.STI</BlastFilename>
<BlastSpeed>80</BlastSpeed>
</EXPDATA>
<EXPDATA>
+282 -3
View File
@@ -1,11 +1,290 @@
<FOODSLIST>
<FOOD>
<uiIndex>0</uiIndex>
<szName>None</szName>
<szName>(none)</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<ubPortionSize>0</ubPortionSize>
<bMoraleMod>0</bMoraleMod>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>1</uiIndex>
<szName>Canteen</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>2000</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>2</uiIndex>
<szName>Alcohol</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>6000</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>3</uiIndex>
<szName>Beer</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>2200</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>4</uiIndex>
<szName>Wine</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>4400</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>5</uiIndex>
<szName>Calory bars</szName>
<bFoodPoints>150</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>6</uiIndex>
<szName>MRE</szName>
<bFoodPoints>1200</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>7</uiIndex>
<szName>EPA</szName>
<bFoodPoints>1600</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>8</uiIndex>
<szName>Calorie Mate</szName>
<bFoodPoints>100</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>9</uiIndex>
<szName>Peak EPA</szName>
<bFoodPoints>80</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>10</uiIndex>
<szName>Hotdog</szName>
<bFoodPoints>380</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.8</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>11</uiIndex>
<szName>Hamburger</szName>
<bFoodPoints>420</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.6</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>12</uiIndex>
<szName>Fries</szName>
<bFoodPoints>160</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.5</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>13</uiIndex>
<szName>Pizza</szName>
<bFoodPoints>620</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.8</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>14</uiIndex>
<szName>Spam</szName>
<bFoodPoints>600</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>15</uiIndex>
<szName>Spam 2</szName>
<bFoodPoints>800</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>16</uiIndex>
<szName>C. vegetables</szName>
<bFoodPoints>600</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>17</uiIndex>
<szName>C. scorpions</szName>
<bFoodPoints>360</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>18</uiIndex>
<szName>Cat food</szName>
<bFoodPoints>320</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>80</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>19</uiIndex>
<szName>Baked beans</szName>
<bFoodPoints>620</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>20</uiIndex>
<szName>Steak</szName>
<bFoodPoints>920</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>2.1</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>21</uiIndex>
<szName>Bean stew</szName>
<bFoodPoints>800</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>2.0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>22</uiIndex>
<szName>French toast</szName>
<bFoodPoints>300</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.6</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>23</uiIndex>
<szName>Crepes</szName>
<bFoodPoints>340</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.9</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>24</uiIndex>
<szName>Pasta</szName>
<bFoodPoints>860</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>2.2</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>25</uiIndex>
<szName>Omelet</szName>
<bFoodPoints>700</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>2.1</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>26</uiIndex>
<szName>Cow meat</szName>
<bFoodPoints>2000</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>3</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>27</uiIndex>
<szName>Bloodcat meat</szName>
<bFoodPoints>2200</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>3.2</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>28</uiIndex>
<szName>Bread</szName>
<bFoodPoints>550</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>29</uiIndex>
<szName>Applepie</szName>
<bFoodPoints>600</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.7</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>30</uiIndex>
<szName>Water drum</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>100000</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>31</uiIndex>
<szName>PET bottle</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>2000</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>32</uiIndex>
<szName>Vegetable juice</szName>
<bFoodPoints>60</bFoodPoints>
<bDrinkPoints>2000</bDrinkPoints>
<usDecayRate>1.2</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>33</uiIndex>
<szName>Milk</szName>
<bFoodPoints>10</bFoodPoints>
<bDrinkPoints>2000</bDrinkPoints>
<usDecayRate>1.8</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>34</uiIndex>
<szName>Energy drink</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>800</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>35</uiIndex>
<szName>Energy drink 2</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>700</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>36</uiIndex>
<szName>Coffee</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>600</bDrinkPoints>
<usDecayRate>0.2</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>37</uiIndex>
<szName>Oatmeal</szName>
<bFoodPoints>500</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>2.3</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>38</uiIndex>
<szName>Bag of rice</szName>
<bFoodPoints>2000</bFoodPoints>
<bDrinkPoints>0</bDrinkPoints>
<usDecayRate>1.5</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>39</uiIndex>
<szName>bladder</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>4000</bDrinkPoints>
<bMoraleMod>1</bMoraleMod>
<usDecayRate>0</usDecayRate>
</FOOD>
<FOOD>
<uiIndex>40</uiIndex>
<szName>Soda</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>600</bDrinkPoints>
<usDecayRate>0</usDecayRate>
</FOOD>
</FOODSLIST>
File diff suppressed because it is too large Load Diff
+4 -4
View File
@@ -84,6 +84,10 @@
<id>262144</id>
<name>Jumping Grenade</name>
</ItemFlag>
<ItemFlag>
<id>419430</id>
<name>Scuba Mask</name>
</ItemFlag>
<ItemFlag>
<id>524288</id>
<name>Handcuffs</name>
@@ -96,10 +100,6 @@
<id>2097152</id>
<name>Scuba Bottle</name>
</ItemFlag>
<ItemFlag>
<id>419430</id>
<name>Scuba Mask</name>
</ItemFlag>
<ItemFlag>
<id>8388608</id>
<name>Scuba Fins</name>
@@ -195,5 +195,29 @@
<Silhouette>
<id>48</id>
<name>Grenade x2</name>
</Silhouette>
<Silhouette>
<id>49</id>
<name>Small Revolver</name>
</Silhouette>
<Silhouette>
<id>50</id>
<name>.50 Mag</name>
</Silhouette>
<Silhouette>
<id>51</id>
<name>Bladder</name>
</Silhouette>
<Silhouette>
<id>52</id>
<name>Drum</name>
</Silhouette>
<Silhouette>
<id>53</id>
<name>Throw Knife</name>
</Silhouette>
<Silhouette>
<id>54</id>
<name>Short Riflex1</name>
</Silhouette>
</JA2Data>
+21 -20
View File
@@ -13,9 +13,9 @@ Fields index:
samHidden - defines whether sam site is hidden from player from the beginning
of game. Changes in this field require starting a new game to take effect.
Possible values: 0 - sam site is known and displayed, 1 - sam is hidden.
samOrientation - comment about this value in game sources signs: "Use 3 if / orientation,
4 if \ orientation". But I didn't notice any difference between 3 and 4.
Probably, this value in not used. Just provide 3 or 4 to this tag.
samOrientation - This value determines the orientation of the terminal if it is repaired.
Use 3 for '/' orientation - from the middle to the lower left
Use 4 for '\' orientation - from the middle to the lower right
samGridNoA - OK. Here is needed some theory to explain these two fields ;)
samGridNoB It is known that every sam in game should have a control terminal
(its a terminal with blue rectangle on screen and large yellow
@@ -36,6 +36,8 @@ Fields index:
There is air control table at the end on this file.
The numbers indicate what sam site controls air space of sector.
Zero (0) means neither of sams control this sector.
Each sector now takes a flagmask indicating the SAMs. So 1 is for SAM 1, 2 for SAM 2, 4 for SAM 3, 8 for SAM 4 and so on.
Add numbers to have mutliple SAMs covering a sector, so 3 means that both SAM 1 and 2 cover a sector.
NOTE: Rows 0 and 17, and also columns 0 and 17 CANNOT BE USED.
It is world borders.
@@ -86,31 +88,30 @@ Others not.
<y>14</y>
</samSector>
<samHidden>1</samHidden>
<samOrientation>3</samOrientation>
<samOrientation>4</samOrientation>
<samGridNoA>11913</samGridNoA>
<samGridNoB>11912</samGridNoB>
</SAM>
</SAMLIST>
<SAM_CONTROLLED_SECTORS>
<!-- Column index: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 -->
<!-- -->
<MAP_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
<MAP_ROW row="01"> 0 1 1 1 1 1 1 1 1 0 0 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="02"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 3 2 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 3 3 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="05"> 0 1 1 1 1 1 1 3 3 3 3 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="06"> 0 1 1 1 1 1 3 3 3 3 3 3 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="07"> 0 1 1 1 1 3 3 3 3 3 3 3 3 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="08"> 0 1 1 1 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="09"> 0 1 1 3 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="10"> 0 1 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="11"> 0 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="12"> 0 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="13"> 0 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
<MAP_ROW row="14"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="15"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 0 </MAP_ROW>
<MAP_ROW row="16"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 0 </MAP_ROW>
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 4 2 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 4 4 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="05"> 0 1 1 1 1 1 1 4 4 4 4 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="06"> 0 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="07"> 0 1 1 1 1 4 4 4 4 4 4 4 4 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="08"> 0 1 1 1 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="09"> 0 1 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="10"> 0 1 8 8 8 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="11"> 0 8 8 8 8 8 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="12"> 0 8 8 8 8 8 8 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="13"> 0 8 8 8 8 8 8 8 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="14"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 2 0 </MAP_ROW>
<MAP_ROW row="15"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 0 </MAP_ROW>
<MAP_ROW row="16"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 0 </MAP_ROW>
<MAP_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
</SAM_CONTROLLED_SECTORS>
</SAM_INFO>
@@ -199,12 +199,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>18</uiIndex>
<szLocation>B2</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayChitzena</szDay>
<szNight>Loadscreens\LS_NightChitzena</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>19</uiIndex>
@@ -541,12 +541,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>52</uiIndex>
<szLocation>D4</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMine</szDay>
<szNight>Loadscreens\LS_NightMine</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>53</uiIndex>
@@ -1175,12 +1175,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>115</uiIndex>
<szLocation>H3</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMine</szDay>
<szNight>Loadscreens\LS_NightMine</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>116</uiIndex>
@@ -1225,12 +1225,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>120</uiIndex>
<szLocation>H8</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMine</szDay>
<szNight>Loadscreens\LS_NightMine</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>121</uiIndex>
@@ -1275,22 +1275,22 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>125</uiIndex>
<szLocation>H13</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMilitary</szDay>
<szNight>Loadscreens\LS_NightMilitary</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>126</uiIndex>
<szLocation>H14</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMilitary</szDay>
<szNight>Loadscreens\LS_NightMilitary</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>127</uiIndex>
@@ -1436,12 +1436,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>141</uiIndex>
<szLocation>I13</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMilitary</szDay>
<szNight>Loadscreens\LS_NightMilitary</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>142</uiIndex>
@@ -2181,12 +2181,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
<SECTOR>
<uiIndex>215</uiIndex>
<szLocation>N7</szLocation>
<RandomAltSector>0</RandomAltSector>
<RandomAltSector>1</RandomAltSector>
<szImageFormat>STI</szImageFormat>
<szDay>Loadscreens\LS_DayMilitary</szDay>
<szNight>Loadscreens\LS_NightMilitary</szNight>
<szDayAlt></szDayAlt>
<szNightAlt></szNightAlt>
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
</SECTOR>
<SECTOR>
<uiIndex>216</uiIndex>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+84
View File
@@ -80,4 +80,88 @@
<uiIndex>19</uiIndex>
<Squad>Tango</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>20</uiIndex>
<Squad>Uniform</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>21</uiIndex>
<Squad>Victor</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>22</uiIndex>
<Squad>Whiskey</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>23</uiIndex>
<Squad>X-Ray</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>24</uiIndex>
<Squad>Yankee</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>25</uiIndex>
<Squad>Zulu</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>26</uiIndex>
<Squad>Beta</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>27</uiIndex>
<Squad>Gamma</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>28</uiIndex>
<Squad>Delta</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>29</uiIndex>
<Squad>Epsilon</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>30</uiIndex>
<Squad>Zeta</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>31</uiIndex>
<Squad>Eta</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>32</uiIndex>
<Squad>Theta</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>33</uiIndex>
<Squad>Iota</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>34</uiIndex>
<Squad>Kappa</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>35</uiIndex>
<Squad>Lambda</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>36</uiIndex>
<Squad>My</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>37</uiIndex>
<Squad>Ny</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>38</uiIndex>
<Squad>Xi</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>39</uiIndex>
<Squad>Omicron</Squad>
</SQUADNAME>
<SQUADNAME>
<uiIndex>40</uiIndex>
<Squad>Pi</Squad>
</SQUADNAME>
</SQUAD_NAMES>