diff --git a/gamedir/Data/APBPConstants.ini b/gamedir/Data/APBPConstants.ini index f45939d59..a601471db 100644 --- a/gamedir/Data/APBPConstants.ini +++ b/gamedir/Data/APBPConstants.ini @@ -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 \ No newline at end of file diff --git a/gamedir/Data/Item_Settings.ini b/gamedir/Data/Item_Settings.ini index 926588a67..2903a0aa0 100644 --- a/gamedir/Data/Item_Settings.ini +++ b/gamedir/Data/Item_Settings.ini @@ -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 - -;****************************************************************************************************************************** - -;****************************************************************************************************************************** +;****************************************************************************************************************************** \ No newline at end of file diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index ece3544ef..e30c44e34 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 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 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. diff --git a/gamedir/Data/Mod_Settings.ini b/gamedir/Data/Mod_Settings.ini index fc360dba2..e7bc43815 100644 --- a/gamedir/Data/Mod_Settings.ini +++ b/gamedir/Data/Mod_Settings.ini @@ -270,4 +270,21 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE ;victory celebration stuff VICTORY_SECTOR_X = 3 VICTORY_SECTOR_Y = 16 -VICTORY_POSITION = 5687 \ No newline at end of file +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 \ No newline at end of file diff --git a/gamedir/Data/Morale_Settings.INI b/gamedir/Data/Morale_Settings.INI index 17399b148..5b6867170 100644 --- a/gamedir/Data/Morale_Settings.INI +++ b/gamedir/Data/Morale_Settings.INI @@ -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 \ No newline at end of file +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 diff --git a/gamedir/Data/Scripts/StrategicTownLoyalty.lua b/gamedir/Data/Scripts/StrategicTownLoyalty.lua index 12f0df929..7a4cdcfb3 100644 --- a/gamedir/Data/Scripts/StrategicTownLoyalty.lua +++ b/gamedir/Data/Scripts/StrategicTownLoyalty.lua @@ -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 diff --git a/gamedir/Data/Scripts/initunderground.lua b/gamedir/Data/Scripts/initunderground.lua index 5fcf5be50..8854a1c33 100644 --- a/gamedir/Data/Scripts/initunderground.lua +++ b/gamedir/Data/Scripts/initunderground.lua @@ -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 diff --git a/gamedir/Data/Scripts/strategicmap.lua b/gamedir/Data/Scripts/strategicmap.lua index bdecc704a..ee5029ac0 100644 --- a/gamedir/Data/Scripts/strategicmap.lua +++ b/gamedir/Data/Scripts/strategicmap.lua @@ -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 \ No newline at end of file +end diff --git a/gamedir/Data/Skills_Settings.INI b/gamedir/Data/Skills_Settings.INI index f426fd991..012c99bd2 100644 --- a/gamedir/Data/Skills_Settings.INI +++ b/gamedir/Data/Skills_Settings.INI @@ -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 \ No newline at end of file +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 \ No newline at end of file diff --git a/gamedir/Data/TableData/AIMAvailability.xml b/gamedir/Data/TableData/AIMAvailability.xml index 15ec256cf..05ce28940 100644 --- a/gamedir/Data/TableData/AIMAvailability.xml +++ b/gamedir/Data/TableData/AIMAvailability.xml @@ -1,217 +1,241 @@ - - 0 + Barry 0 0 1 + Blood 1 1 2 + Lynx 2 2 3 + Grizzly 3 3 4 + Vicki 4 4 5 + Trevor 5 5 6 + Grunty 6 6 7 + Ivan 7 7 8 + Steroid 8 8 9 + Igor 9 9 10 + Shadow 10 10 11 + Red 11 11 12 + Reaper 12 12 13 + Fidel 13 13 14 + Fox 14 14 15 + Sidney 15 15 16 + Gus 16 16 17 + Buns 17 17 18 + Ice 18 18 19 + Spider 19 19 20 + Cliff 20 20 21 + Bull 21 21 22 + Hitman 22 22 23 + Buzz 23 23 24 + Raider 24 24 25 + Raven 25 25 26 + Static 26 26 27 + Len 27 27 28 + Danny 28 28 29 + Magic 29 29 30 + Stephen 30 30 31 + Scully 31 31 32 + Malice 32 32 33 + Dr. Q 33 33 34 + Nails 34 34 35 + Thor 35 35 36 + Scope 36 36 37 + Wolf 37 37 38 + MD 38 38 39 + Meltdown 39 39 diff --git a/gamedir/Data/TableData/Backgrounds.xml b/gamedir/Data/TableData/Backgrounds.xml index fae73babf..84a128793 100644 --- a/gamedir/Data/TableData/Backgrounds.xml +++ b/gamedir/Data/TableData/Backgrounds.xml @@ -1,809 +1,6075 @@ - + - - 0 - Background name (128 letters) - short name (20) - Enter a description here. This will show up in the laptop and can be up to 256 letters long. - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - - 0 - 0 - 0 - - - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + + 0 + Background name (128 letters) + short name (20) + Enter a description here. This will show up in the laptop and can be up to 256 letters long. + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + 0 + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + 0 + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + + + 1 + ANC Veteran + ANC Veteran + Militant veterans of the ANC's struggle were not only versed in jungle warfare, but also in political theory. + 3 + 3 + -5 + 6 + 15 + 2 + -5 + 15 + 5 + 1 + 1 + 1 + + + + 2 + Big Game Hunter + Big Game Hunter + Travel to virgin soil, seek fascinating species, and KILL THEM ALL. + 2 + 2 + -3 + 2 + 2 + 4 + 6 + 10 + 9 + 20 + 10 + 1 + 1 + + + + 3 + Veteran + Veteran + After several tours of duty in the middle east,#10;Grizzly became a freelancer. + 5 + -2 + 3 + 10 + 10 + 10 + 33 + 1 + 1 + 1 + + + + 4 + Mercenary/Car Mechanic + Mercenary/Mechanic + Working day and night in her car repair shop when she's not travelling around the world, Vicky is a very versed mechanic. But she never overcame her fear of heights. + 3 + -8 + 3 + -10 + -2 + 10 + 7 + 5 + 10 + -1 + 1 + 1 + + + + 5 + Technical Wizard/Bomber + Tech Whiz/Bomber + The difference to MacGyver is that Trevor does use guns . . . and bombs. + 10 + 50 + 25 + 1 + -10 + 20 + 40 + 2 + 1 + 1 + + + + 6 + Bodyguard + Bodyguard + Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want?. + 2 + -3 + -3 + -6 + 5 + 5 + -10 + 5 + 10 + 1 + 1 + + + + 7 + Red Army Major + Red Army + Ivan's training program is the stuff of nightmares, but it pays off evidently. + 5 + -10 + -3 + -2 + 5 + 5 + 5 + 10 + 1 + 1 + 1 + + + + 8 + Firefighter + Firefighter + Just because it doesn't involve shooting, it doesn't have to be less dangerous. + 2 + 2 + 5 + 6 + 3 + 2 + 110 + 1 + 1 + 1 + + + + 9 + Veteran Mountain Troop + Vet Mountain Troop + After serving in Chechnya, Igor is used to harsh environments. + 3 + -3 + 2 + -5 + 5 + 5 + 20 + 5 + -20 + -5 + 1 + 1 + 1 + + + + 10 + Ranger + Ranger + Survival and ambush tactics were part of Shadow's intense training. + 5 + 3 + -10 + -10 + 15 + 5 + 10 + 30 + 1 + 1 + 1 + + + + 11 + Veteran Sapper + Veteran Sapper + A sapper can make only two mistakes in his life. The first one is a career choice. + -30 + 10 + 10 + 30 + 20 + 1 + 3 + 50 + 1 + 1 + 1 + + + + 12 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 5 + 3 + 4 + 10 + 5 + 3 + 10 + 20 + 10 + 2 + 1 + 1 + + + + 13 + Bomber + Bomber + Fidel is very apt at solving problems with various applications of destruction, not so much at moderation. + -6 + 30 + 10 + 1 + 10 + 10 + -10 + -10 + 40 + 1 + 1 + 1 + + + + 14 + Nurse + Nurse + While she isn't a full-blown doctor, Cynthia is always a welcome sight to her comrades in the field. + 10 + -5 + 5 + 30 + -5 + 15 + -15 + 20 + 10 + 1 + 1 + + + + 15 + Nobility + Nobility + Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. + 10 + -10 + -10 + 10 + 2 + -5 + 10 + 2 + 1 + 1 + 1 + + + + 16 + DFK Annihilator + DFK Annihilator + Your exploits earned you respect and recognition you deserve. Who needs legs? + 8 + 15 + 15 + 15 + 15 + 15 + 15 + 5 + 5 + -5 + -5 + -5 + 5 + 5 + -20 + -8 + 5 + 25 + 1 + 1 + 1 + + + + 17 + Nurse/Soldier/Shooter + Nurse/Soldier/Shooter + That combination will definitely spice up your resume. + 2 + 2 + 3 + 8 + 7 + -10 + 5 + 8 + 3 + 3 + 30 + 2 + 5 + 4 + -3 + 3 + 10 + 3 + 2 + 1 + 1 + + + + 18 + Paramilitary Instructor + Instructor + Just like boyscouts. But with violence. So not like boyscouts at all. + 5 + 3 + 5 + 5 + 5 + 2 + 10 + 5 + 3 + 10 + 1 + 1 + 1 + 1 + + + + 19 + Surgeon + Surgeon + Like a surgeon... cutting for the very first time... Just kidding. Spider is THE person to seek if your guts are spilling out. + 10 + 8 + 10 + 10 + -5 + -3 + -5 + 5 + 25 + 2 + 1 + 1 + + + + 20 + General Practitioner + GP Doctor + Cliff is a highly qualified doctor, though there once was a... darker... time in his life. + 2 + 5 + 10 + 10 + 10 + -5 + -3 + -5 + 5 + 5 + 10 + 20 + 10 + 1 + 1 + 1 + 1 + + + + 21 + Prison Guard + Prison Guard + In longer and larger conflicts, former prison guards are natural choices for running prison camps. + 2 + 1 + 5 + 10 + 3 + 10 + 50 + 3 + 300 + 1 + 1 + 1 + -1 + + + + 22 + Veteran Mercenary/Instructor + Vet Merc/Instructor + This might be Frank's last tour - there are several private organisations that are interested in recruiting him to train their staff. + 6 + -5 + 5 + -5 + -2 + 3 + 10 + 10 + 10 + 5 + 5 + 3 + -5 + 15 + 5 + -20 + 1 + 1 + 1 + + + + 23 + Rejected Love/Snitch/Veteran Merc + Rejected/Snitch/Vet + Turned down by her big love, Buzz is currently filled with a lot of hatred. She chose the right job it seems. + 15 + 3 + 20 + 8 + -5 + -2 + 55 + 3 + -5 + -25 + 15 + 15 + -15 + -20 + 1 + 1 + 1 + + + + 24 + SWAT Member + SWAT + Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. + 2 + 2 + 2 + 3 + 3 + 3 + 100 + 100 + 70 + 5 + 1 + 1 + -2 + + + + 25 + SWAT Sniper + SWAT Sniper + Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. + 3 + 1 + 2 + 2 + 2 + 2 + 2 + 2 + 3 + 75 + 75 + 50 + 15 + 2 + 1 + 1 + -2 + + + + 26 + Backstage Crew/Veteran Mercenary + Tech Crew/Vet Merc + Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield? + 3 + 5 + 5 + -8 + -3 + 3 + 10 + 20 + 10 + -2 + -2 + 5 + 6 + -5 + 5 + 15 + -20 + 1 + 1 + 1 + 1 + + + + 27 + Green Beret + Green Beret + The Green Berets are a special operations force tasked with unconventional warfare. + 4 + 5 + 5 + 5 + -5 + -2 + 5 + 10 + 10 + 3 + 5 + 10 + -6 + 5 + 10 + -10 + -10 + 14 + 1 + 1 + + + + 28 + Extreme Athlete + Extreme Athlete + If you want to put your life to risk, might as well earn cash by it... + 6 + 3 + 3 + 3 + 3 + 3 + -3 + 3 + 3 + 3 + 3 + 3 + 6 + 6 + 6 + 3 + 6 + 3 + 12 + 6 + 6 + -20 + -10 + -10 + 66 + 6 + 66 + 2 + 1 + 1 + + + + 29 + Professional Thief + Thief + When offered to take it or leave it, you always chose 'take'. + 5 + 5 + 1 + -15 + 3 + 7 + 5 + 1 + 20 + 3 + 1 + 1 + 1 + 1 + 2 + + + + 30 + Military Advisor + Military Advisor + Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. + 5 + 3 + 3 + 3 + 5 + 2 + 10 + 5 + 3 + 10 + 2 + 1 + 1 + + + + 31 + Veteran Mercenary + Veteran Merc + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 5 + 5 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + 2 + 1 + 1 + + + + 32 + Bouncer + Bouncer + Doormen make good soldiers in close combat, though the killing part is a change (hopefully). + 4 + 2 + 5 + 3 + 3 + 1 + 1 + 1 + + + + 33 + Chinese Doctor + Chinese Doctor + Dr. Q is trained in the arts of ancient Chinese medicine. Not the fastest way to cure a patient, but it works. + 5 + 8 + 5 + 5 + -25 + 5 + 5 + -20 + 6 + 3 + 2 + 1 + 1 + + + + 34 + Gang Member/Bomber + Gang Member/Bomber + Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better. + 2 + -5 + -5 + -5 + 8 + -5 + 2 + 6 + 30 + 10 + 1 + 5 + 15 + 15 + 10 + 3 + 2 + 10 + 3 + 40 + 1 + 1 + 1 + 1 + + + + 35 + New Age Spiritualist + New Age Spiritualist + Who needs an exam to be a practicing healer? + 5 + 5 + 5 + 1 + 10 + 10 + 3 + 5 + 5 + 10 + 2 + 1 + 1 + + + + 36 + SAS + SAS + The british Special Air Service is one of the world's most famous special forces units, and is not only trained in survival techniques in all environments, it is also exceptionally well versed in airborne missions. + 3 + 3 + 3 + 3 + 3 + 3 + 3 + 3 + 3 + 6 + 3 + 3 + 3 + 2 + 2 + -10 + -10 + -1 + 10 + 5 + 1 + 1 + + + + 37 + Paramilitary Instructor + Instructor + Just like boyscouts. But with violence. So not like boyscouts at all. + 5 + 3 + 5 + 5 + 5 + 2 + 10 + 5 + 3 + 10 + 1 + 1 + 1 + + + + 38 + Graduate + Graduate + Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. + -3 + 5 + -5 + 5 + -5 + 5 + 10 + 10 + -5 + -5 + 3 + -10 + -5 + 25 + 2 + 1 + 1 + + + + 39 + Mercenary + Merc + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 2 + 3 + 5 + 15 + 15 + 10 + 10 + 3 + 1 + -5 + 1 + 1 + + + + 40 + Momma's Boy + Momma's Boy + Your childhood left you with significant personal issues that have yet to be solved. + -10 + -3 + -3 + -3 + -3 + -3 + -3 + -3 + -3 + 10 + 10 + -10 + -10 + -10 + -20 + -10 + -20 + -20 + -10 + 2 + 1 + 1 + + + + 41 + Wanna-be Mercenary + Wanna-be Merc + You chose the awesome life of a mercenary: visit new places, meet new people, and kill them. And even get paid for it. + 1 + 3 + 5 + 10 + 5 + 5 + 10 + 15 + 5 + 2 + 1 + 15 + 1 + 1 + 1 + + + + 42 + Hillbilly + Hillbilly + Overalls, straw sticking out of boots and inseparable blade of grass in the mouth - but with a knack for tools and all things mechanical. + 3 + 5 + 3 + 8 + 3 + -7 + 3 + -4 + -5 + 5 + -8 + 4 + -5 + 10 + 10 + 10 + 10 + -20 + 5 + 1 + 10 + 1 + 1 + 1 + 1 + + + + 43 + Mad Slasher + Mad Slasher + There is something extremely not right here, but he has obviously useful talents for this business. + -5 + 3 + 6 + 6 + -6 + -6 + -6 + 6 + 6 + 3 + 20 + 20 + 20 + 100 + -25 + -50 + 50 + -50 + 1 + 1 + 1 + + + + 44 + Accountant + Accountant + Knowledge learned in years of keeping the books for an arms dealer leads to better deals when buying and selling guns and gear. + -3 + 10 + 10 + -10 + -5 + 10 + -10 + 10 + 10 + 5 + 1 + 1 + 1 + + + + 45 + Harvard graduate + Harvard graduate + University taught you many things, but combat isn't one of them. + -5 + 10 + 20 + 1 + -10 + 50 + 60 + 1 + 1 + + + + 46 + Drug Addict/Bomber + Addict/Bomber + Given the nature of today's drugs, addicts can make fearsome, yet unreliable, opponents. + 6 + 30 + 10 + 1 + 5 + 13 + 13 + -25 + 1 + 3 + 1 + 50 + 2 + 1 + 1 + + + + 47 + Drug Addict + Drug Addict + This... this is it! I get it now. HEAR THAT? I GET IT NOW! + -5 + 3 + 15 + 5 + 1 + 10 + 20 + 20 + 10 + 10 + 20 + -50 + 1 + 1 + 100 + 1 + 1 + 1 + + + + 48 + Rejected Army Cadet + Rejected Army Cadet + Flunked out of the military academy, but not yet finished. + 1 + -1 + -1 + 2 + 2 + 2 + 2 + 2 + 20 + 3 + -1 + 1 + 1 + 1 + + + + 49 + Punk + Punk + Turning the urban environment into a jungle is a tough job, but somebody's gotta do it! + -2 + 5 + 10 + 10 + 10 + 10 + 2 + 2 + 2 + -15 + 1 + 1 + -5 + 1 + 1 + + + + 50 + Prison Guard + Prison Guard + Look at this guy. Now look at you. Still feel like escaping? + 1 + 1 + 5 + 10 + 3 + 10 + 50 + 3 + 300 + 1 + 1 + -1 + + + + 51 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 52 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 53 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 54 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 55 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 56 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 57 + Arulcan Rebel + Rebel + The only hope left for his oppressed people, Miguel IS the revolution. + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 5 + 5 + 5 + 10 + 12 + 5 + 15 + 1 + 1 + 1 + 1 + + + + 58 + Arulcan Rebel + Rebel + Miguel's right hand, Carlos keeps the men in line. + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 3 + 3 + 3 + 4 + 6 + 5 + 10 + -5 + 1 + 1 + 1 + 1 + + + + 59 + Rebel Scout/Medic + Rebel Scout/Medic + Aid worker turned rebel, Ira does what she can to keep the rebels alive. + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 + 4 + 5 + 9 + -10 + 5 + 9 + 30 + 25 + 2 + 1 + 1 + + + + 60 + Arulcan Rebel + Rebel + One might mistake him for a simpleton, but being alive after all these years proves Dimitri is made of sterner stuff. + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 3 + 3 + 3 + 4 + 5 + 7 + 3 + -10 + -5 + 1 + 1 + + + + 61 + IRA Bombexpert + IRA Bombexpert + Once building his bombs for the IRA, Devin recently considered selling his devices to other customers as well. + 6 + 30 + 10 + 1 + 5 + 5 + 5 + 60 + 4 + 1 + 1 + 1 + + + + 62 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 63 + Metaviran Native + Metavira + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. + -5 + -3 + -3 + 3 + 3 + 3 + 3 + -10 + 10 + 3 + 3 + 5 + 5 + 3 + 3 + 17 + 25 + 5 + 1 + 1 + + + + 64 + Sniper Terrorist + Sniper Terrorist + Nobody admits it, but the same governments that hunt him employ him. + 3 + 2 + 4 + 2 + 3 + 2 + 3 + 15 + -15 + -10 + 40 + 1 + 1 + + + + 65 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 66 + Prisoner + Prisoner + Being held and tortured in a regime prison left you scarred for the rest of your life. You're not afraid of death anymore - but there are other things to be afraid of. + 20 + 10 + 10 + -10 + -10 + -10 + -1 + 2 + 1 + 1 + 1 + 1 + + + + 67 + Prisoner + Prisoner + Being held and tortured in a regime prison left you scarred for the rest of your life. You're not afraid of death anymore - but there are other things to be afraid of. + 5 + 20 + 10 + 10 + -10 + -10 + -1 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + + + + 68 + Red Army/Veteran Mercenary + Red Army/Vet Merc + A veteran of international conflict, Iggy found himself on the wrong side of the conflict until he joined the rebellion. + 7 + 2 + 3 + 5 + -5 + -2 + 3 + 10 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + 1 + 1 + + + + 69 + General Practitioner + GP + Frustrated by the anguish and misery he sees everyday, Vince has decided it might be time for more active resistance against the queen. + 1 + 5 + 2 + 10 + 10 + 10 + -5 + -5 + 5 + 5 + 20 + 3 + 10 + 2 + 1 + 1 + + + + 70 + Military Advisor + Military Advisor + Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. + 5 + 3 + 3 + 3 + 5 + 2 + 10 + 5 + 3 + 10 + 1 + 1 + + + + 71 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 72 + Crazy Redneck + Crazy Redneck + Not entirely sane, not entirely crazy, not entirely anything, your life is at a crossroads. + -3 + 5 + 5 + -5 + -5 + 5 + 5 + 5 + -5 + -5 + 5 + 5 + 20 + 20 + 10 + 5 + -15 + 5 + 5 + 10 + 20 + 1 + 1 + 1 + 1 + 1 + + + + 73 + Redneck + Redneck + When the Confederacy lost the war your family moved further south . . . and is still fighting .. . everybody. + 3 + 3 + -7 + -5 + 5 + 5 + 5 + -5 + 5 + 5 + -5 + 10 + 7 + 10 + 5 + 20 + 1 + 1 + 1 + 1 + + + + 74 + Expert Handyman + Expert Handyman + In a warzone without the usual comforts, it is very useful to have people who can maintain your gear. + 8 + 8 + 3 + 3 + 10 + -10 + 1 + 1 + + + + 75 + Evil Queen + Evil Queen + Living the life of an evil ruler of a small country certainly leads to astonishing survival talents. + 10 + 10 + 20 + 300 + 10 + 20 + 100 + 20 + 20 + 20 + 20 + 1 + 1 + -10 + 1 + 200 + 1 + 1 + + + + 76 + Grandmother + Granny + Old people. They never seem to sleep. + 10 + 10 + -10 + -10 + -10 + -1 + -3 + 1 + 1 + + + + 77 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 78 + Bounty Hunter + Bounty Hunter + Not needed! + 3 + 5 + 5 + 3 + 20 + 3 + 1 + 1 + 5 + 3 + 1 + 1 + + + + 79 + Bodyguard + Bodyguard + Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want?. + 5 + 20 + 10 + 10 + -10 + 20 + 4 + 3 + 1 + 1 + + + + 80 + Doctor + Doctor + A leader of nurses, aids and candy-stripers -- oh, and healer of mercenaries. + 2 + 5 + 10 + 10 + 10 + -5 + -5 + -5 + 5 + 5 + 20 + 10 + 1 + 1 + + + + 81 + Keeper of the Bugs + Bug Caretaker + Do you wonder why Rat is a bit on the nervous side? + 15 + 15 + 2 + 5 + 10 + 15 + 3 + 1 + 1 + + + + 82 + Terrorist + Terrorist + Notorious mass-murderer? Insane criminal? They're just jealous. + 6 + 6 + 6 + 6 + 15 + 15 + 15 + 10 + 10 + 1 + 1 + 1 + + + + 83 + Terrorist Slasher + Terrorist Slasher + Wanted by Interpol, a meat cleaver killer, and master of disguise. + 2 + 3 + 3 + -2 + 6 + 3 + 6 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 1 + 1 + + + + 84 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 85 + Punk + Punk + Turning the urban environment into a jungle is a tough job, but somebody's gotta do it! + -2 + 5 + 15 + 5 + 10 + 10 + 10 + 2 + 2 + 2 + -15 + 1 + 1 + 1 + + + + 86 + The Mob + Mobster + Organized crime is found anywhere. No exceptions. + 10 + 2 + 3 + 3 + 5 + 10 + 50 + 5 + 8 + 1 + 1 + 1 + + + + 87 + The Mob + Mobster + Organized crime is found anywhere. No exceptions. + 2 + 3 + 3 + 3 + 4 + 5 + 8 + 1 + 1 + 1 + + + + 88 + Sex slave + Sex slave + You don't want to know. + -2 + 10 + -10 + -5 + 10 + 5 + 1 + 1 + + + + 89 + Shopkeeper/Craftsman + Shopkeeper/Craftsman + For many people, their trade IS trade. + 5 + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 5 + 15 + 5 + 1 + 1 + + + + 90 + Teenager + Teenager + So much angst. + -8 + 2 + 10 + 10 + -5 + -5 + 3 + -10 + -10 + -20 + -20 + 10 + 1 + 1 + 1 + 1 + + + + 91 + Arms Dealer + Arms Dealer + You know the risk selling weapons to both sides, but the profit margin is just that good. + 1 + 1 + 5 + 10 + 10 + 10 + 10 + 10 + 1 + 1 + + + + 92 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 10 + 4 + 15 + 5 + 3 + 5 + 1 + 1 + + + + 93 + Bouncer + Bouncer + Doormen make good soldiers in close combat, though the killing part is a change (hopefully). + 4 + 2 + 10 + 3 + 1 + 1 + + + + 94 + Bodyguard + Bodyguard + Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want? + 4 + 10 + 10 + 10 + -10 + 2 + 3 + 1 + 1 + + + + 95 + Shopkeeper/Craftsman + Shopkeeper/Craftsman + For many people, their trade IS trade. + 5 + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 5 + 15 + 5 + 1 + 1 + + + + 96 + Poacher/Smuggler + Poacher/Smuggler + Travel to virgin soil, seek fascinating species, and KILL THEM ALL. + 1 + 1 + 2 + -2 + 2 + 2 + 2 + 1 + 3 + 15 + 20 + 4 + 5 + 15 + 1 + 10 + 1 + 1 + + + + 97 + Pilot + Pilot + Flying helicopters is second nature to him, as is getting the heck out of trouble! + 3 + 1 + 10 + 10 + 3 + 3 + 25 + 1 + 1 + + + + 98 + Airport Cargo Manager/Thief + Cargo Manager/Thief + Pablo 'takes care of' the cargo coming in and going out of the Drassen airport. + 5 + 5 + 1 + -15 + 3 + 7 + 5 + 1 + 20 + 3 + 1 + 1 + 1 + + + + 99 + Airport Cargo Manager + Cargo Manager + Sal tries to handle the cargo manager job. + 3 + 10 + -5 + 1 + 1 + + + + 100 + Priest + Priest + Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + 3 + 10 + 5 + 10 + -5 + -5 + 10 + 10 + 5 + 10 + 10 + 10 + -5 + -5 + -5 + 10 + 10 + -10 + 10 + 1 + 1 + 1 + 1 + + + + 101 + Placeholder + Placeholder + Not needed! + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 10 + -5 + -5 + 3 + 3 + 3 + 5 + 5 + -10 + 1 + 1 + 1 + + + + 102 + Warden + Warden + Former law enforcement personnel often seek work in the mercenary world, and are the logical choice for handling captives. + 5 + 10 + 25 + 175 + 175 + 1 + 1 + + + + 103 + Prisoner + Prisoner + Being held and tortured in a regime prison left you scarred for the rest of your life. You're not afraid of death anymore - but there are other things to be afraid of. + -20 + 10 + 10 + -10 + -10 + -1 + 2 + 1 + 1 + 1 + + + + 104 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 105 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 106 + Head Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + -20 + 5 + 1 + 5 + 3 + 1 + 1 + + + + 107 + Madame + Madame + Pleasing customers in a most unsavory way while keeping her charges captive. + 5 + 10 + 10 + -5 + -3 + 1 + 10 + 10 + 5 + 10 + 10 + 100 + 1 + 1 + + + + 108 + Arulcan Elder + Arulcan Elder + Respected for his wisdom and knowledge of Arulcan history. + -5 + 3 + 3 + 3 + 3 + 5 + 10 + 10 + 10 + 1 + 1 + + + + 109 + Joey's Mom + Joey's Mom + Totally clueless . . . about her son. + 10 + 10 + -10 + -10 + 1 + 1 + 1 + + + + 110 + The Mob + Mafioso + Mess with him, you mess with the entire family... + 2 + 4 + 5 + 4 + 3 + 3 + 10 + 10 + 10 + 10 + 8 + 1 + 1 + 1 + + + + 111 + Insurgent American Terrorist + Insurgent Terrorist + Paranoid, ignorant, fascist - yep, that's you. + 6 + 3 + 3 + 4 + 3 + 10 + 10 + 10 + 5 + 8 + 1 + 1 + 1 + + + + 112 + Terrorist Poisoner + Terrorist Poisoner + Wanted by Interpol, terrorists know how to live undercover unnoticed. + 5 + 5 + -10 + 10 + 10 + 10 + 1 + 1 + 1 + + + + 113 + Junk Dealer/Black Marketeer + Junk Dealer + Jake deals in junk . . . and other stuff. + 5 + 5 + 5 + 10 + -1 + -5 + 5 + 5 + 5 + 10 + 1 + 1 + + + + 114 + Child + Child + And there goes the Geneva convention... + -10 + 10 + 10 + -10 + -10 + -20 + -20 + -20 + -20 + -20 + -20 + -50 + -50 + 1 + 1 + 1 + + + + 115 + Car Mechanic + Car Mechanic + Dave used to run a service station . . . when there was fuel for vehicles + 3 + 6 + 3 + -2 + -3 + -2 + 5 + 10 + 1 + 1 + + + + 116 + Homeless Man + Homeless Man + The Queen had Skipper's family murdered, and his home burned to the ground. + 5 + 10 + -5 + -5 + 1 + 1 + 1 + + + + 117 + Frontman + Frontman + Not needed! + 4 + 2 + 5 + 3 + 10 + 3 + 1 + 1 + + + + 118 + Tourist + Tourist + Could you take a picture, please? + 10 + 10 + -5 + -5 + -3 + -3 + -3 + 1 + 1 + + + + 119 + Tourist + Tourist + Could you take a picture, please? + 10 + 10 + -10 + -10 + -3 + -20 + -20 + 1 + 1 + + + + 120 + General + General + This mercenary General is definitely not in your squad! + 10 + 5 + -3 + -2 + 10 + 10 + 10 + 3 + 200 + 20 + 20 + 20 + 15 + 20 + 5 + 1 + 1 + 1 + + + + 121 + Sergeant Krott + Sergeant + Drafted into the Arulcan Army, this sergeant would rather be at home with his family. + 3 + 3 + -3 + -2 + 3 + 3 + 3 + 3 + 50 + 10 + 10 + 10 + 10 + 3 + 1 + 1 + + + + 122 + Corporatist + Corporatist + Rich classist bankrolling the Queen for social status. + 10 + 10 + -6 + -6 + -10 + -10 + -10 + 10 + 20 + 10 + -15 + 1 + 1 + 1 + + + + 123 + B-Movie Star/Trophy Wife + B-Movie Star + Target of thrown popcorn in cinemas around the world, scoffed by critics yet adored by loyal fans. + -5 + -5 + 20 + 5 + 20 + 1 + -15 + 1 + 1 + + + + 124 + Shopkeeper + Shopkeeper + For many people, their trade IS trade. + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 5 + 15 + 5 + 1 + 1 + + + + 125 + Apothecary + Apothecary + For many people, their trade IS trade. + 10 + 2 + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 15 + 5 + 1 + 1 + + + + 126 + Shopkeeper/Craftsman + Shopkeeper/Craftsman + For many people, their trade IS trade. + 5 + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + -5 + -5 + 5 + 15 + 5 + 1 + 1 + + + + 127 + WWII Veteran + Veteran + In his prime, he'd have put all you youngsters to shame. + 5 + 5 + -5 + -2 + 3 + 5 + 5 + 5 + 3 + 15 + 5 + 1 + 1 + + + + 128 + Expert Handyman + Expert Handyman + In a warzone without the usual comforts, it is very useful to have people who can maintain your gear. + 3 + -3 + 10 + -5 + -5 + 3 + 10 + 8 + 8 + 8 + -10 + 1 + 1 + + + + 129 + Shopkeeper + Shopkeeper + For many people, their trade IS trade. + -20 + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -6 + -10 + 5 + 15 + 5 + 1 + 1 + + + + 130 + Handyman + Handyman + Got something that needs fixing? Here's your man. + 3 + 10 + -5 + -5 + 3 + 10 + 50 + 1 + 1 + + + + 131 + Scientist + Scientist + Single-minded scientist working for the Queen . . . + -5 + 10 + 10 + 10 + -6 + -6 + -5 + -15 + -5 + 25 + -10 + 1 + 1 + + + + 132 + Nurse + Nurse + While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + 3 + 7 + 10 + 10 + -10 + -3 + -5 + 5 + 30 + 10 + 1 + 1 + + + + 133 + Bouncer + Bouncer + Doormen make good soldiers in close combat, though the killing part is a change (hopefully). + 4 + 2 + 5 + 3 + 3 + 1 + 1 + + + + 134 + Twit + Twit + Married to The Warden, two-faced, cowardly, unfaithful to the point of facilitating murder. + -5 + 10 + 10 + -9 + -5 + -10 + -10 + -10 + -10 + -10 + 1 + 1 + + + + 135 + Butt Monkey + Butt Monkey + One would expect the constant abuse and ridicule you withstand to finally lead you to reconsider your life choices. Nope. + -5 + 10 + 10 + -5 + -5 + 20 + 10 + -10 + -50 + -50 + 1 + 1 + + + + 136 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 137 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 138 + Helicopter Mechanic + Heli Mechanic + The best (and likely only) heli mechanic in Arulco. + 3 + 8 + -2 + 1 + -5 + 5 + 10 + 1 + 1 + + + + 139 + Factory Owner + Factory Owner + A personal friend of Deidranna and ruthless exploiter. How did you manage to recruit her? + 10 + 10 + -6 + -5 + 5 + 1 + 1 + 1 + + + + 140 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 141 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 142 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 143 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 144 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 145 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 1 + 1 + + + + 146 + Scientist + Scientist + Pursuing your insatiable appetite for knowledge led you into commiting atrocities for The Queen, which you now seek to rectify. + 10 + 10 + 10 + -5 + -5 + -5 + -15 + -5 + -5 + 25 + 1 + 1 + + + + 147 + Shopkeeper + Shopkeeper + For many people, their trade IS trade. + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 5 + 15 + 5 + 1 + 1 + + + + 148 + Head Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + 5 + -20 + -5 + 1 + 5 + 3 + 1 + 1 + + + + 149 + Veteran Mercenary + Veteran Merc + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 5 + 5 + -5 + -2 + 15 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + -15 + 1 + 1 + + + + 150 + Redneck + Redneck + When the Confederacy lost the war your family moved further south . . . and is still fighting . . . everybody. + 3 + 3 + -7 + -5 + 5 + 5 + 5 + -3 + 5 + 5 + -7 + 10 + 7 + 7 + 10 + 20 + 1 + 1 + 1 + 1 + + + + 151 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 4 + 15 + 5 + 1 + 1 + + + + 152 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 4 + 15 + 5 + 1 + 1 + + + + 153 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 4 + 15 + 5 + 1 + 1 + + + + 154 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 4 + 15 + 5 + 1 + 1 + + + + 155 + Mentally Challenged + Mentally Challenged + Poor Manny... + -9 + 10 + 10 + 10 + -6 + -6 + -10 + -20 + -20 + 1 + 1 + + + + 156 + Head Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + 5 + -20 + -5 + 1 + 5 + 3 + 1 + 1 + + + + 157 + Head Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + 5 + -20 + -5 + 1 + 5 + 3 + 1 + 1 + + + + 158 + Head Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + 5 + -20 + -5 + 1 + 5 + 3 + 1 + 1 + + + + 159 + Technical Wizard + Tech Whiz + No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. + -10 + -5 + -5 + 25 + 1 + 80 + 1 + 1 + + + + 160 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 161 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 162 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 163 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 164 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 165 + UN Peacekeeper + UN + Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statment is false. + 2 + 2 + 2 + 1 + -5 + 14 + 14 + 14 + 10 + 4 + 2 + 1 + 1 + 1 + + + + 166 + Veteran Mercenary + Veteran Merc + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 5 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + 1 + -5 + 1 + 1 + + + + 167 + B-Movie Star/Veteran Mercenary + Movie Star/Vet Merc + Target of thrown popcorn in cinemas around the world, scoffed by critics yet adored by loyal fans. + 5 + 5 + 5 + -3 + 5 + 3 + 10 + 10 + 20 + 10 + 5 + 3 + -5 + 25 + 5 + 10 + -20 + 1 + 1 + + + + 168 + Veteran Mercenary/Bomber + Veteran Merc/Bomber + You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + 5 + 5 + -5 + -3 + 6 + 10 + 30 + 1 + 5 + 3 + 15 + 20 + 5 + -5 + 5 + 15 + 20 + 20 + 8 + 2 + -7 + 1 + 1 + + + + 169 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 170 + Red Army + Red Army + With Russian stoicism, the Red Army prevailed against Hitler, Father Frost, and chronic shortages. + 4 + 2 + 8 + 5 + -3 + -2 + 3 + 10 + 3 + 20 + 3 + 15 + 3 + 10 + 30 + 1 + 1 + + + + 171 + Red Army + Red Army + The Red Army prevailed against Hitler, Father Frost, and chronic shortages. + 4 + 2 + 8 + 5 + -3 + -2 + 3 + 10 + 3 + 20 + 3 + 15 + 3 + 10 + 1 + 1 + + + + 172 + Red Army + Red Army + The Red Army prevailed against Hitler, Father Frost, and chronic shortages + 4 + 2 + 8 + 5 + -3 + -2 + 3 + 10 + 3 + 20 + 3 + 3 + 15 + 10 + 1 + 1 + + + + 173 + Military Advisor + Military Advisor + Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. + 5 + 3 + 3 + 3 + 5 + 2 + 10 + 5 + 3 + 10 + 1 + 1 + 1 + + + + 174 + Bouncer + Bouncer + Doormen make good soldiers in close combat, though the killing part is a change (hopefully). + 4 + 2 + 7 + 3 + 3 + 1 + 1 + 1 + + + + 175 + Surgeon/Refugee + Surgeon/Refugee + Leaving your homeland has left you bitter. Learning to cut human flesh relieved your pain. + 3 + 10 + 8 + 10 + 10 + -5 + -3 + 3 + 2 + 2 + 2 + 2 + 3 + 8 + 3 + 3 + 3 + 25 + 3 + -5 + 1 + 1 + + + + 176 + Circus Artist + Circus Artist + Let's hope you are as good evading bullets as you are evading knifes while tied to a board. + 8 + 10 + 10 + 20 + 10 + 2 + 1 + 1 + + + + 177 + GSG9 + GSG9 + Formed after the disastrous Munich massacre in 1972, GSG9 is a german counter-terrorism unit. + 2 + 2 + 3 + 3 + 3 + 50 + 40 + 8 + 80 + 5 + 1 + 1 + -2 + + + + 178 + SOG Member + SOG + The Studies and Observations Group was a classified special forces unit conducting unconventional warfare in Vietnam. + 2 + 4 + 5 + 5 + 5 + 3 + 3 + 5 + 30 + 1 + 5 + 1 + 1 + 1 + + + + 179 + Mad Bomber + Mad Bomber + Explosives experts are hard to find . . . but everyone wishes they hadn't found this one! + 3 + 3 + -6 + -9 + 9 + 33 + 66 + 1 + 10 + 20 + 20 + 100 + -50 + -50 + 50 + -50 + 100 + 1 + 1 + 1 + 1 + + + + 180 + Snitch + Snitch + You know all about your teammates, wether or not they care. + -5 + 10 + 2 + 2 + 50 + 10 + 1 + 1 + 1 + + + + 181 + Wrestler + Wrestler + It might be more of a spectacle than actual fight, but getting thrown around a ring without breaking a neck still takes a lot of skill. + 3 + 5 + 2 + 5 + 5 + 10 + 10 + 20 + 100 + 25 + 75 + 5 + -5 + 5 + 10 + 1 + 1 + + + + 182 + Veteran Physician + Veteran Physician + Several years of evaluating human lives ironically left your own health in disrepair - cheap cigarrettes flushed down with strong coffee took their toll. The object-like way you started to treat your patients also doesn't make you very popular. + -7 + 10 + 10 + 10 + -5 + -5 + -5 + 10 + -10 + -5 + 10 + -20 + 1 + 1 + 1 + + + + 183 + Veteran Mercenary/Undertaker + Vet Merc/Undertaker + When you've seen it all, nothing can frighten you anymore. + 5 + 5 + -25 + -2 + 3 + 20 + 10 + 5 + 3 + -5 + 5 + 15 + 7 + 100 + 1 + 1 + 1 + + + + 184 + Smith/Poor Shot + Smith/Poor Shot + Due to extreme shortsightedness Wally is a poor shot with next to no chance of improvement. + 8 + 10 + 10 + 8 + -10 + -10 + -5 + -10 + 1 + 1 + + + + 185 + Surgeon + Surgeon + Everyone can cut human flesh - but sewing it back is a quest for the best! + 10 + 8 + 10 + 10 + -5 + -5 + 5 + 25 + 1 + 1 + + + + 186 + General Practitioner + GP + Versatile and educated doctor can save a human life no matter what his patient caught - a virus or a bullet. + 1 + 5 + 10 + 10 + 10 + -5 + -5 + -2 + 5 + 20 + 10 + 2 + 1 + 1 + + + + 187 + Office Worker/Snitch + Office Worker + Air conditioning, watered down coffee and some papers to push - what else can you expect from life? + -3 + 3 + 1 + 1 + 5 + -10 + 2 + -5 + -5 + -5 + 10 + 10 + -5 + -5 + -3 + 50 + -10 + -30 + 20 + 1 + 1 + 1 + + + + 188 + Coward/Teacher/Snitch + Coward/Snitch + When they said "those who can, do; those who can't, teach" - they were talking about Lance. + 3 + -6 + 10 + -9 + -9 + 10 + 1 + 1 + -10 + -10 + -10 + 50 + -3 + 1 + 1 + + + + 189 + Pretender + Pretender + Pretending to be anything and everything he is not, nobody knows who he actually is. + -5 + 10 + 10 + -6 + -6 + -10 + -10 + -10 + 3 + 3 + 6 + -3 + 3 + -3 + 1 + 1 + 1 + 1 + + + + 190 + Baseball player + Athlete + If your team ever needs someone to throw grenades on an even field, you'll be the man. + 6 + 3 + 3 + -3 + 3 + 3 + 6 + 6 + 6 + 3 + 3 + 4 + -5 + -5 + 25 + 6 + 2 + 1 + 1 + + + + 191 + Technical Wizard + Tech Whiz + No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. + 8 + 8 + 25 + 1 + -10 + 1 + 1 + + + + 192 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 193 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 194 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 195 + Tourist Merc + Tourist + Subscribing to Soldier of Fortune magazine is as close to being a mercenary as you ever came . . . until now. + -3 + -3 + -3 + 1 + 1 + + + + 196 + Metaviran Native + Metavira + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. + 5 + -5 + 5 + -10 + 7 + 5 + 20 + 5 + 20 + 70 + 1 + 1 + + + + 197 + Metaviran Native + Metavira + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. + -5 + -3 + -3 + 3 + 3 + 3 + 3 + 3 + -10 + 5 + 10 + 3 + 3 + 5 + 20 + 3 + 3 + 25 + 5 + 1 + 1 + + + + 198 + Metaviran Shaman + Shaman + Leaders of their communities since ages long forgotten, shamans posess medical knowledge unknown to western eyes. + 3 + 3 + 3 + 3 + -3 + -10 + 10 + 3 + 5 + 3 + 10 + 2 + 2 + 7 + 3 + 10 + 50 + 30 + 30 + 1 + 1 + + + + 199 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 200 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 201 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 202 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 203 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 204 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 205 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 206 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 207 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 208 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 209 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 210 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 211 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 212 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 213 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 214 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 215 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 216 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 217 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 218 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 219 + The Mob + Mobster + Organized crime is found anywhere. No exceptions. + 2 + 3 + 3 + 3 + 5 + 5 + 5 + 8 + 1 + 1 + 1 + + + + 220 + Postal Worker + Postal Worker + Through rain, snow, sleet and hail the mail must get through - and IT NEVER STOPS! + 2 + 2 + 2 + 1 + 2 + 2 + 4 + 2 + 2 + 2 + 2 + 10 + 5 + 2 + 3 + 10 + 2 + 2 + -20 + 1 + 1 + 1 + + + + 221 + Serial Killer + Serial Killer + There are different accounts of how you've managed to leave the confinement, but everyone agrees - you should go back. + 6 + -6 + 6 + -9 + 9 + 6 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 9 + 10 + 10 + 20 + 20 + 20 + 100 + -50 + -50 + 50 + -50 + 1 + 3 + 1 + 1 + + + + 222 + Veteran Mercenary/Snitch + Vet Merc/Snitch + You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + 5 + 5 + -5 + -2 + 1 + 1 + 3 + 10 + 10 + 50 + 3 + -5 + 15 + 5 + -20 + 1 + -7 + 1 + 1 + + + + 223 + Military Brat/Snitch/Bomber + Brat/Snitch/Bomber + With Gary as a brother is it any wonder that Larry drinks so hard? + 6 + 1 + 10 + -10 + -10 + 10 + 10 + 10 + 30 + 1 + 1 + 1 + 50 + 2 + 1 + 50 + 2 + 1 + 1 + + + + 224 + Valley Girl Technician + Valley Girl/Tech + Valley girl wrench wench, and perhaps the best of the Roachburn siblings! + 5 + 5 + 10 + -5 + -5 + -5 + -10 + 10 + 20 + -20 + 10 + 20 + 1 + 1 + 1 + + + + 225 + Nurse/Snitch + Nurse/Snitch + While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + 3 + 7 + 10 + 10 + -10 + -3 + -5 + 5 + 30 + 10 + 50 + 10 + 1 + 1 + 3 + 2 + 1 + 1 + + + + 226 + Veteran Mercenary + Veteran Merc + You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + 5 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 15 + 5 + -20 + -7 + 1 + 1 + + + + 227 + Hypochondriac + Hypochondriac + When you enter a ward, all medical personnel tries to look overly busy or hides around corners in a futile attempt to avoid you. The List of your possible afflictions just keeps getting bigger and bigger! + -3 + 3 + 10 + 10 + -8 + -8 + -4 + -4 + -4 + -4 + -4 + -4 + -4 + -4 + -4 + -20 + -10 + -10 + 1 + 2 + 1 + 1 + + + + 228 + Battlefield Medic + Battlefield Medic + Everyone can cut human flesh - but sewing it back while under fire is a quest for the best! + 5 + 5 + 1 + 7 + 7 + 15 + 15 + 1 + 1 + + + + 229 + Arulcan Rebel + Rebel + Cut off from everyone, Manuel is a natural survivor. + -5 + 2 + 4 + 2 + 4 + 2 + 2 + 2 + 7 + 7 + -10 + -10 + 5 + 6 + 5 + 1 + 1 + + + + 230 + Veteran Mercenary/Car Mechanic + Vet Merc/Mechanic + Very useful, as long as you HAVE a car. + 3 + 6 + 5 + -5 + 8 + 3 + -2 + 10 + 6 + 12 + 12 + 10 + 5 + 5 + 3 + -5 + 15 + 5 + -20 + 1 + 1 + 1 + + + + 231 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 10 + -10 + 10 + 10 + 20 + 5 + 10 + 1 + 1 + + + + 232 + UN Peacekeeper + UN + Spam was frustrated by the lack of a strong mandate that forced him to do nothing. On the plus side, he is used to being fired at. + 2 + 2 + 2 + 1 + -5 + 14 + 14 + 14 + 10 + 4 + 2 + 1 + 1 + + + + 233 + Veteran Ranger/Mercenary + Veteran Ranger/Merc + The Rangers form the elite of US Army infantry. + 8 + 2 + 6 + -5 + -2 + 3 + 3 + 8 + 5 + 3 + 5 + 5 + 15 + 10 + 20 + 1 + 1 + 1 + + + + 234 + Professional Thief/Convict + Thief/Convict + Prison is college for criminals . . . if they survive the course load. Jimmy passed with honors. + 5 + 5 + 10 + 5 + 8 + 2 + 1 + -15 + 7 + 5 + -6 + -6 + -1 + 2 + 20 + 3 + 1 + 1 + 1 + 1 + 1 + + + + 235 + Competitive Shooter + Competitive Shooter + Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's eyes. + 8 + 3 + 9 + 1 + 1 + 1 + + + + 236 + Airforce Pilot + Airforce Pilot + Bob is no stranger to tense situations, and lets others feel that as well. + 3 + 5 + 5 + 3 + 10 + 10 + 10 + 3 + 75 + 1 + 1 + 1 + + + + 237 + Veteran Mercenary + Veteran Mercenary + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 5 + 3 + 3 + 3 + 3 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + -5 + 1 + 1 + + + + 238 + The Mob + Mobster + Organized crime is found anywhere. No exceptions. + -5 + -5 + -5 + 8 + -5 + -5 + -5 + -5 + 2 + 5 + 5 + 5 + 20 + 5 + 10 + 10 + 20 + 10 + 3 + 3 + 1 + 1 + 1 + 1 + + + + 239 + Veteran Bombmaker + Bombmaker + You make things go BOOM! + 8 + 30 + 1 + -10 + -5 + -5 + 10 + 10 + 3 + 5 + 10 + 1 + 1 + 100 + 1 + 1 + + + + 240 + Lawyer/Snitch + Lawyer + A somewhat unorthodox background for a mercenary, former lawyers might be useful when there's a deal to be made on a knife's edge. + 10 + 10 + -5 + -5 + -5 + -3 + 3 + -3 + 3 + 100 + 10 + 1 + 1 + 3 + 20 + 1 + 1 + + + + 241 + Pyrotechnician + Pyrotechnician + When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. + 3 + 3 + 5 + -10 + 50 + 10 + 1 + 20 + 1 + 1 + 1 + + + + 242 + Surgeon + Surgeon + Everyone can cut human flesh - but sewing it back is a quest for the best! + 10 + 8 + 10 + 10 + -5 + -5 + 5 + 25 + 2 + 1 + 1 + + + + 243 + Gunsmith + Gunsmith + An expert in the workings and history of firearms, the army's curious assortment of arms is this man's dream come true. + 8 + 10 + -3 + -10 + 10 + 8 + 1 + 1 + 1 + + + + 244 + Convicted Watergate Burglar + Convict/Burglar + Well, that didn't go as planned. + 5 + 5 + 1 + -10 + 2 + 10 + 5 + 5 + 5 + 3 + 5 + 1 + 20 + 1 + 1 + 1 + + + + 245 + Mime + Mime + ... + 2 + 2 + 10 + 10 + -3 + -3 + -15 + -15 + -15 + 10 + 10 + 2 + 1 + 1 + + + + 246 + Venezuelan Rebel + Venezuelan Rebel + The rebellion against the imperialists has succeeded in his country so Hector has become a mercenary rebel. + -5 + -3 + 3 + 3 + 2 + 3 + 3 + 2 + 15 + 5 + 2 + 1 + 1 + 1 + + + + 247 + Priest + Priest + Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + 3 + 10 + 10 + 10 + 10 + 5 + 10 + 10 + 10 + -5 + -5 + -5 + 10 + 10 + -10 + 10 + 1 + 2 + 1 + 1 + + + + 248 + General Practitioner/Soldier + GP/Soldier + Versatile doctor and professional soldier, she can save a human life or take it -- whichever the situation calls for. + 4 + 5 + 10 + 5 + 5 + 5 + 5 + -5 + -3 + 20 + 3 + 10 + 1 + 1 + + + + 249 + Surveillance Expert + Surveillance Expert + A expert in both legal and illegal observation methods. Curiously, his resume never states where he learned all this. + 15 + 2 + 2 + 20 + 30 + 1 + 1 + + + + 250 + Veteran Mercenary + Veteran Mercenary + You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + 5 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + 1 + 1 + + + + 251 + Pyrotechnician + Pyrotechnician + When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. + 3 + 3 + 5 + 3 + -10 + 50 + 10 + 1 + 20 + 1 + 1 + 1 + + + + 252 + Mascot/Bomber + Mascot/Bomber + Nobody takes you seriously, because you used to walk around in a silly costume? Well, a child's smile is enough compensation! + 6 + 30 + 10 + 1 + 15 + -10 + -20 + 5 + 10 + 50 + 1 + 1 + + + + 253 + Law Enforcement + Law Enforcement + Hey detective, did you manage to solve the case of the disappearing donuts yet? + 3 + 1 + 1 + 3 + 3 + 150 + 100 + 2 + 50 + 1 + 1 + + + + 254 + Placeholder + Placeholder + Not needed! + 1 + 1 + + + + 255 + Graduate/Bomber + Graduate/Bomber + Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. + 10 + -7 + 30 + 1 + -10 + 50 + 1 + 10 + 1 + 1 + + + + 256 + Arms Dealer + Arms Dealer + Experience earned in years of arms trade leads to better deals when buying and selling guns. + 2 + 5 + 10 + 10 + 10 + 10 + 10 - 1 - Arms Dealer - Arms Dealer - Experience earned in years of arms trade leads to better deals when buying and selling guns. - 10 + 257 + Law Enforcement + Law Enforcement + Former law enforcement personnel often seek work in the mercenary world, and are the logical choice for handling captives. + 3 + 1 + 2 + 3 + 3 + 150 + 100 + 2 - 2 - Law Enforcement - Law Enforcement - Former law enforcement personnel often seek work in the mercenary world, and are the logical choice for handling captives. - 150 - 50 + 258 + Prison Guard + Prison Guard + In longer and larger conflicts, former prison guards are natural choices for running prison camps. + 2 + 1 + 5 + 10 + 3 + 10 + 3 + 300 - 3 - Prison Guard - Prison Guard - In longer and larger conflicts, former prison guards are natural choices for running prison camps. - 300 + 259 + Gang Member + Gang Member + Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better. + 2 + 2 + 10 + 3 + 2 + 3 + 3 + 3 - 4 - Gang Member - Gang Member - Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better. - 10 - 3 - 2 + 260 + Convict + Convict + Anyone surviving in a merciless prison is bound to be more dangerous on release - if he survives that long. + 10 + 10 + 5 + 2 + -10 + -10 + -1 + 2 - 5 - Convict - Convict - Anyone surviving in a merciless prison is bound to be more dangerous on release - if he survives that long. - 2 - 2 + 261 + Drug Addict + Drug Addict + Given the nature of today's drugs, addicts can make fearsome, yet unreliable, opponents. + 7 + 7 + 7 + 20 + -50 + 1 + 1 + 30 - 6 - Drug Addict - Drug Addict - Given the nature of today's drugs, addicts can make fearsome, yet unreliable, opponents. - 1 - 1 - 30 + 262 + Nobility + Nobility + Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. + 1 + 2 + 10 + 10 + 10 + -2 + 10 + -5 + 3 - 7 - Nobility - Nobility - Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. - 1 - 1 + 263 + Lawyer + Lawyer + A somewhat unorthodox background for a mercenary, former lawyers might be useful when there's a deal to be made on a knife's edge. + -5 + -3 + 3 + -3 + 10 + 10 + -5 + -5 + 50 + 10 + 20 - 8 - Lawyer - Lawyer - A somewhat unorthodox background for a mercenary, former lawyers might be useful when there's a deal to be made on a knife's edge. - 20 + 264 + Pilot + Pilot + Used to physical stress over long periods, some pilots find the transition to ground combat surprisingly easy. + 3 + 5 + 5 + 3 + 10 + 10 + 10 + 3 + 25 - 9 - Pilot - Pilot - Used to physical stress over long periods, some pilots find the transition to ground combat surprisingly easy. - 3 - 10 + 265 + Priest + Priest + Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + 3 + 10 + 5 + 10 + -5 + 10 + 10 + 10 + 10 + -5 + -5 + -5 + 10 + 10 + -10 + 10 - 10 - Priest - Priest - Many devout followers of any religion or cult area are surprisingly violent and zealous if pushed in the right (or wrong) direction. - 10 + 266 + Nurse + Nurse + While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + 3 + 7 + -5 + 10 + 10 + -10 + -3 + -5 + 5 + 30 + 10 + 1 - 11 - Nurse - Nurse - While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. - 20 - 7 + 267 + Construction Worker + Construction Worker + Construction workers are used to hard labour, and can construct fortifications better than deskjob heroes. + 2 + 6 + 3 + -20 + 5 + 8 - 12 - ANC Veteran - ANC Veteran - Militant veterans of the ANC's struggle were not only versed in jungle warfare, but also in political theory. - 3 - 6 - 5 + 268 + Skydiver + Skydiver + If you want to put your life to risk, might as well earn cash by it... + 4 + 2 + -3 + 5 + 10 + 6 + 2 + 3 + 10 + 6 + 10 - 13 - Construction Work - Construction - Construction workers are used to hard labour, and can construct fortifications better than deskjob heroes. - 6 - -10 - 8 + 269 + Drill Sergeant + Drill Sergeant + A drill sergeant's job is to create armies and traumatise young men and women. + 6 + 4 + 3 + 10 + -6 + 3 - 14 - Skydiver - Skydiver - If you want to put your life to risk, might as well earn cash by it... - 25 - 40 + 270 + Bouncer + Bouncer + Doormen make good soldiers in close combat, though the killing part is a change (hopefully). + 4 + 4 + 2 + 5 + 3 + 3 - 15 - Drill Sergeant - Drill Sergeant - A drill sergeant's job is to create armies and traumatise young men and women. - 6 - 4 - 10 - -6 + 271 + Hitman + Hitman + Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. + 3 + 5 + 3 + 5 + -3 + 10 + 5 + 5 + 3 + 3 + -10 + 5 + 20 + -20 + 10 + -10 + 20 + 5 - 16 - Bouncer - Bouncer - Doormen make good soldiers in close combat, though the killing part is a change (hopefully). - 4 - 2 + 272 + Bomber + Bomber + Wether you call them terrorists or freedom fighters often depends on your relation to those killed. + 6 + 10 + 10 + 30 + 1 + 40 - 17 - Hitman - Hitman - Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. - 4 - 2 - -10 - 10 + 273 + Bodyguard + Bodyguard + Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want? + 5 + 10 + 10 + 10 + -10 + 2 + 6 - 18 - Bomber - Bomber - Wether you call them terrorists or freedom fighters often depends on your relation to those killed. - 6 - 30 - 1 - 40 + 274 + SWAT Member + SWAT + Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. + 2 + 2 + 2 + 3 + 3 + 3 + 50 + 100 + 70 + 5 - 19 - Bodyguard - Bodyguard - Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want? - -10 - 1 - 3 - 2 + 275 + Barkeeper + Barkeeper + A friendly face can make violence unnecessary... + 2 + 4 + 15 + 5 - 20 - SWAT Member - SWAT - Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. - 2 - 2 - 75 - 50 - 70 + 276 + Miner + Miner + Working in a mine is hard, punishing work. No wonder some start to look for easier cash. + 2 + -20 + -5 + -5 + 5 + 1 + 2 + 3 - 21 - Barkeeper - Barkeeper - A friendly face can make violence unnecessary... - 4 - 15 - 5 + 277 + The Mob + Mobster + Organized crime is found anywhere. No exceptions. + 2 + 5 + 5 + 5 + 3 + 5 + 3 + 3 + 5 + 5 + 8 + 1 - 22 - Miner - Miner - Working in a mine is hard, punishing work. No wonder some start to look for easier cash. - -20 - 5 - 1 + 278 + UN Peacekeeper + UN + Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statment is false. + 2 + 2 + 2 + 2 + -5 + 14 + 14 + 14 + 10 + 4 - 23 - The Mob - Mobster - Organized crime is found anywhere. No exceptions. - 3 - 4 - 5 - 8 - 1 + 279 + Paratrooper + Paratrooper + It takes guts to jump out of a plane to face numerically superior foes. + 4 + 2 + 2 + -3 + 5 + 10 + 6 + -3 + 6 + 2 + 3 + 5 + 3 + 10 + 8 + 10 + 10 + 3 - 24 - UN Peacekeeper - UN - Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statment is false. - 14 - 10 - 4 + 280 + Guerilla + Guerilla + You are well trained in evading enemy forces and hitting them where they least expect it. + 2 + 1 + 3 + -1 + 3 + 3 + 3 + 3 + 5 + 5 + 1 + 5 + 5 + 5 + 3 + -3 + -3 + 20 + 3 - 25 - SAS - SAS - The british Special Air Service is one of the world's most famous special forces units, and is exceptionally well versed in airborne missions. - 20 - 3 - 10 - -1 - 3 + 281 + Conscript + Conscript + Far from being a pro, you at least know the basic stuff. + 1 + 4 + 3 + 3 + 3 + 5 + -3 + 3 + 10 - 26 - Rebel - Rebel - Outgunned and outnumbered, Miguel's rebels faced extinction before help came from the outside. - 2 - 4 - 5 - 7 - -10 - 10 - 1 - 1 + 282 + Military Advisor + Military Advisor + Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. + 5 + 3 + 4 + 4 + 4 + 5 + 2 + 10 + 5 + 3 + 10 - 27 - Metaviran Native - Metavira - The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. - 3 - 3 - -10 - 5 - 15 - 5 + 283 + Paramilitary Instructor + Instructor + Just like boyscouts. But with violence. So not like boyscouts at all. + 5 + 3 + 5 + 5 + 5 + 2 + 10 + 5 + 3 + 10 + 1 - 28 - Metaviran Shaman - Shaman - Leaders of their communities since ages long forgotten, shamans posess medical knowledge unknown to western eyes. - 3 - 3 - 10 + 284 + Red Army + Red Army + With Russian stoicism, the Red Army prevailed against Hitler, Father Frost, and chronic shortages. + 4 + 2 + 8 + 5 + -3 + -2 + 3 + 10 + 3 + 10 + 3 + 10 + 10 - 29 - SOG Member - SOG - The Studies and Observations Group was a classified special forces unit conductong unconventional warfare in Vietnam. - 2 - 4 - 3 - 5 - 1 + 285 + Undertaker + Undertaker + When you've seen it all, nothing can frighten you anymore. + 3 + 5 + 10 + -10 + 20 + 20 + 7 + 3 - 30 - Military Advisor - Military Advisor - Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. - 5 - 10 + 286 + Veteran + Veteran + You've been on one or two tours of duty, and know trouble when you see it. + 5 + 5 + -5 + -2 + 2 + 3 + 6 + 6 + 5 + 3 + 5 + 5 + 5 + -2 - 31 - Paramilitary Instructor - Instructor - Just like boyscouts. But with with violence. So not like boyscouts at all. - 8 - 10 - 1 + 287 + Tuareg + Tuareg + The tuareg are a berber people that lead a nomadic life in the Sahara. + -5 + -5 + -3 + -5 + -5 + 10 + 20 + 5 + -20 + -20 + 15 + 8 - 32 - Red Army - Red Army - With russian stoicism, the red army prevailed against Hitler, father frost, and chronic shortages. - 8 - 4 - 10 - 20 - 15 + 288 + Firefighter + Firefighter + Just because it involves no shooting, it doesn't have to be less dangerous. + 2 + 2 + 2 + 3 + 2 + 5 + 6 + 3 + 1 - 33 - Undertaker - Undertaker - When you've seen it all, nothing can frighten you anymore. - -5 - 15 - 7 + 289 + Competitive Shooter + Competitive Shooter + Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's eyes. + 2 + 8 + 3 + 7 - 34 - Ranger - Ranger - The Rangers form the elite of Us army infantry. - 3 - 2 - 5 - 5 + 290 + Shopkeeper + Shopkeeper + For many people, their trade IS trade. + -2 + -2 + -2 + 3 + -2 + -2 + -2 + 10 + 10 + -5 + -5 + 5 + 15 + 5 - 35 - Tuareg - Tuareg - The tuareg are a berber people that lead a nomadic life in the Sahara. - 8 - +20 - 5 - -5 - -20 + 291 + Car Mechanic + Car Mechanic + Very useful, as long as you HAVE a car. + 3 + 6 + -2 + -3 + -3 + 3 + 5 + 10 - 36 - Firefighter - Firefighter - Just because it involves no shooting, it doesn't have to be less dangerous. - 2 - 3 - 2 - 5 - 6 + 292 + Smith + Smith + In a warzone without the usual comforts, it is very useful to have people who can maintain your gear. + 8 + 10 + 10 + 8 + -10 - 37 - Competitive Shooter - Competitive Shooter - Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's eyes. - 3 - 1 + 293 + Counter-Terrorist Unit + Counter-Terrorist + Most countries don't deploy their army to deal with interior threats, but use special police forces. + 5 + 2 + 40 + 40 + 8 + 80 + 3 + 3 + 3 - 38 - Nurse/Shooter - Nurse/Shooter - That combination will at least spice up your resume. - 2 - 4 - 10 - 1 - 1 - - - 39 - Shopkeeper - Shopkeeper - For many people, their trade IS trade. - 5 - 10 - 5 - - - 40 - Car Mechanic - Car Mechanic - Very useful, as long as you HAVE a car. - 6 - 10 - - - 41 - Smith - Smith - In a warzone without the usual comforts, it is very useful to have people who can maintain your gear. - 8 - 2 - - - 42 - GSG9 - GSG9 - Formed after the disastrous Munich massacre in 1972, GSG9 is a german counter-terrorism unit. - 2 - 50 - 37 - 8 - 80 - - - 43 - Office Worker - Office Worker - Air conditioning, watered down coffee and some papers to push - what else can you expect from life? - 5 - -10 - 2 - -5 - -5 - -5 - -20 + 294 + Office Worker + Office Worker + Air conditioning, watered down coffee and some papers to push - what else can you expect from life? + -3 + 5 + -5 + -10 + -5 + -5 + -5 + 5 + -5 + -5 + -5 + 10 + 10 + -5 + -5 + -10 + -30 + 20 - 44 - Tourist - Tourist - Could you take a picture, please? - -20 - -20 - - - 45 - Child - Child - And there goes Geneva convention... - -20 - -20 - -20 - -20 - -20 - -50 - -50 - 2 - - - 46 - Teenager - Teenager - So much angst. - -10 - -20 - -20 - 1 - - - 47 - Backstage Crew - Backstage Crew - Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield? - 3 - 10 - -3 - -3 + 295 + Backstage Crew + Backstage Crew + Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield? + 3 + 15 + 10 + -2 + -2 + 3 + 1 - 48 - Technical Wizard - Tech Whiz - No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. - 5 - -10 + 296 + Technical Wizard + Tech Whiz + No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. + 8 + 8 + -3 + -3 + 25 + 1 + -10 + + + 297 + Graduate + Graduate + Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. + 3 + -3 + 10 + 10 + -10 + -5 + -5 + -10 + -5 + 25 - 49 - Graduate - Graduate - Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. - 3 - -10 + 298 + Professional Thief + Thief + When offered to take it or leave it, you always chose 'take'. + 5 + 5 + 1 + -15 + 3 + 7 + 5 + 1 + 20 + 3 + 1 - 50 - Law Enforcement - Law Enforcement - Hey detective, did you manage to solve the case of the disappearing donuts yet? - 150 - 50 - 50 - 1 - 1 + 299 + Mime + Mime + ... + 2 + 0 + 10 + 10 + -10 + -5 + -5 + -15 + -15 + -15 + 10 + 10 - 51 - Watergate Burglar - Watergate - Well, that didn't go as planned. - -10 - 1 - 5 - 2 - 1 - 1 + 300 + B-Movie Star + B-Movie Star + Target of thrown popcorn in cinemas around the world, scoffed by critics yet adored by loyal fans. + 10 + 10 + -3 + 20 + -3 + 10 + 5 + 10 + 10 - 52 - Mascot - Mascot - Nobody takes you seriously, because you used to walk around in a silly costume? Well, a children's smile is enough compensation! - 15 - -10 - -20 - 10 - + 301 + Pyrotechnician + Pyrotechnician + When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. + 3 + 3 + 5 + -10 + 3 + 50 + 10 + 1 + 20 - 53 - Mime - Mime - ... - -15 - -15 - -15 - 10 + 302 + Sapper + Sapper + Sapper can make only two mistakes in his life. The first one is a career choice. + 3 + 3 + 5 + -20 + 10 + -3 + -5 + 5 + 5 + 8 + 30 + 10 + 1 + 1 + 50 - 54 - B-Movie Star - B-Movie Star - Target of thrown popcorn in cinemas around the world, scoffed by critics yet adored by loyal fans. - 20 - 10 - 5 - + 303 + Daredevil + Daredevil + An imposing sight on the battlefield, you are never one to shy away from taking the enemy head-on. + 6 + 3 + 3 + 6 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 3 + 3 + 20 + 10 + 10 + 5 + 8 + 5 - 55 - Pyrotechnician - Pyrotechnician - When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. - 5 - 50 + 304 + Redneck + Redneck + When the Confederacy lost the war your family moved further south . . . and is still fighting . . . everybody. + 3 + 3 + 3 + -7 + -5 + 5 + 5 + 5 + -5 + 5 + 5 + -5 + 10 + 7 + 7 + 10 + 20 + 1 + 1 + + + 305 + Stalker + Stalker + Creepy, relentless and socially handicapped - it is only a matter of time before they put you away. + -9 + 6 + 10 + 10 + -5 + -5 + 6 + 6 + 6 + -1 + 6 + 10 + 20 + 2 + 2 + 1 + + + 306 + Academic + Academic + Most of your knowledge comes from the books and secondhand reports - and it didn't prepare you for a grim reality of a war zone as well as you thought. + 5 + -3 + 10 + 10 + -5 + -5 + -5 + -15 + -5 + -7 + 25 - 56 - Sapper - Sapper - Sapper can make only two mistakes in his life. The first one is a career choice. - 8 - 20 - 30 + 307 + Mental Patient + Mental Patient + There are different accounts of how you've managed to leave the confinement, but everyone agrees - you should go back. + -5 + -6 + 10 + 20 + 20 + 20 + -50 + 50 + -50 - 57 - Hypochondriac - Hypochondriac - When you enter a ward, all medical personnel tries to look overly busy or hides around corners in a futile attempt to avoid you. The List of your possible afflictions just keeps getting bigger and bigger! - 3 - -10 + 308 + Wrestler + Wrestler + It might be more of a spectacle than actual fight, but getting thrown around a ring without breaking a neck still takes a lot of skill. + 3 + 5 + 2 + 5 + 5 + 10 + 10 + 20 + 100 + 25 + -5 + 50 + 5 + 10 + 5 - 58 - Redneck - Redneck - Overalls, straw sticking out of boots and inseparable blade of grass in the mouth. Not exactly a proud image, but hey, life on the farm isn't easy. - 3 - 3 - -7 - -5 - -5 - 10 - 10 - 1 + 309 + General Practitioner + GP Doctor + Versatile and educated doctor can save a human life no matter what his patient caught - a virus or a bullet. + 5 + 10 + 10 + 10 + -5 + -3 + -2 + 5 + 20 + 10 - 59 - Momma's Boy - Momma's Boy - Your childhood left you with significant personal issues that have yet to be solved. - -10 - -20 - -20 - -20 + 310 + Surgeon + Surgeon + Everyone can cut human flesh - but sewing it back is a quest for the best! + 10 + 8 + 10 + 10 + -5 + -5 + 5 + 25 - 60 - Academic - Academic - Most of your knowledge comes from the books and secondhand reports - and it didn't prepare you for a grim reality of a war zone as well as you thought. - 5 - -5 - -15 - -5 + 311 + Mercenary + Mercenary + While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 2 + 3 + 3 + 7 + 7 + 10 + 10 + 3 + -5 - 61 - Mental Patient - Mental Patient - There are different accounts of how you've managed to leave the confinement, but everyone agrees - you should go back. - -5 - -5 - 20 - -50 - 50 - -50 + 312 + Veteran Mercenary + Veteran Mercenary + You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + 5 + 5 + -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 + -7 - 62 - Wrestler - Wrestler - It might be more of a spectacle than actual fight, but getting thrown around a ring without breaking a neck still takes a lot of skill. - 10 - 25 - 5 + 313 + Big Game Hunter + Big Game Hunter + Travel to pristine nature, seek fascinating species, and KILL THEM ALL. + 1 + 1 + 2 + -3 + 3 + 3 + 3 + 2 + 3 + 4 + 6 + 3 + 5 + 15 + 20 + 10 + + + 314 + Spotter + Spotter + Paired with a sniper, it is your job to make out targets and help in shot calculations + 10 + 10 + 2 + 2 + 30 + 20 + 35 - 63 - General Practitioner - GP - Versatile and educated doctor can save a human life no matter what his patient caught - a virus or a bullet. - 10 - 8 - - - 64 - Veteran Physician - Veteran Physician - Several years of evaluating human lives ironically left your own health in disrepair - cheap cigarrettes flushed down with strong coffee took their toll. The object-like way you started to treat your patients also doesn't make you very popular. - -7 - 10 - 10 - -10 - -5 - 10 - 1 - 1 - - - 65 - Surgeon - Surgeon - Everyone can cut human flesh - but sewing it back is a quest for the best! - 10 - 5 - 5 - 5 - - - 66 - Mercenary - Merc - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. - 5 - 5 - 10 - - - 67 - Veteran Mercenary - Veteran - You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. - 5 - 10 - 10 - -5 - -20 - - - 68 - DFK Annihilator - DFK Annihilator - Your exploits earned you respect and recognition you deserve. - 5 - 5 - 5 - 15 - -20 - -8 - 1 - 1 - - - 69 - Prisoner - Prisoner - Being held and tortured in a regime prison left you scarred for the rest of your life. You're not afraid of death anymore - but there are other things to be afraid of. - -20 - 10 - 10 - -10 - -10 - -1 - 3 - 1 - 1 - 1 - - - 70 - Butt Monkey - Butt Monkey - One would expect a constant abuse and ridicule you withstand to finally lead you to reconsidering your life choices. Nope. - 20 - 10 - -10 - -50 - -50 - 1 - 1 - - - 71 - Big Game Hunter - Big Game Hunter - Travel to pristine nature, seek fascinating species, and KILL THEM ALL. - 1 - 2 - -3 - 3 - 3 - 4 - 6 - 15 - - - 72 - Professional Thief - Thief - When offered to take it or leave it, you always chose 'take'. - 3 - -15 - 7 - 5 - 1 - 20 - 1 - + 315 + Bomb Disposal Unit + BDU + Displaying nerves of steel, you thrive at a job where every mistake can be the last one. + 5 + 3 + 20 + 20 + 1 + 15 + 50 + 40 + + + 316 + Renegade + Renegade + Others might disagree with your methods and accuse you of brutality, but you always get the job done - no matter the cost. + 4 + 10 + 15 + 10 + 5 + 20 + -10 + -50 + 20 + 200 + 1 + + + 317 + Black Bloc + Black Bloc + Peaceful protest direct actions did not have the results you wanted so you have turned to violent direct action as a mercenary. + 4 + 4 + 10 + 5 + 5 + 5 + 10 + 2 + 1 + 1 + 100 + 2 + 1 + + + 318 + Con Artist + Con Artist + You have no moral compass and will cheat everyone out of everything they have while blaming them for their misfortune. + 10 + 10 + -5 + -5 + -10 + -10 + -10 + 10 + 10 + 20 + 20 + 10 + 5 + 20 + 15 + 2 + 1 + + + 319 + Arulcan Rebel + Rebel + This is your country, your land, your people, and you have pledged your life to free them. More radical than Miguel, you have no leader. + -5 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 3 + 3 + 3 + 5 + 5 + 5 + -10 + -10 + 10 + 1 + + + 320 + Athlete + Athlete + Years of intense physical practice and gameday performance will certainly help you make those last-ditch efforts to survive. + 8 + 8 + 8 + -3 + 3 + 6 + 6 + 6 + 4 + -5 + -5 + 33 + 6 + + + 321 + Aid worker + Aid worker + You've been in much, MUCH worse situations for several well-known aid organisations. + 6 + 2 + 10 + -5 + 5 + 5 + 30 + 25 + \ No newline at end of file diff --git a/gamedir/Data/TableData/CivGroupNames.xml b/gamedir/Data/TableData/CivGroupNames.xml index 021bd621a..6105d3790 100644 --- a/gamedir/Data/TableData/CivGroupNames.xml +++ b/gamedir/Data/TableData/CivGroupNames.xml @@ -1,1788 +1,1812 @@ + - - 0 - 0 - None - 0 - 0 - - - 1 - 1 - Rebel - 1 - 1 - - - 2 - 1 - KingPin - 1 - 0 - - - 3 - 1 - Sanmona Arms - 0 - 0 - - - 4 - 0 - Angels - 0 - 1 - - - 5 - 0 - Beggars - 0 - 1 - - - 6 - 0 - Tourists - 0 - 1 - - - 7 - 1 - 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Message from Barry Unger - Hello. This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± - - - - 1 - FW from AIM Server: Message from Keith Hanson - Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± - - - - 2 - FW from AIM Server: Message from Rudy Roberts - Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± - - - - 3 - FW from AIM Server: Message from Steve Bornell - Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± - - - - 4 - FW from AIM Server: Message from Victoria Waters - Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± - - - - 5 - FW from AIM Server: Message from Trevor Colby - G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± - - - - 6 - FW from AIM Server: Message from Helmut Grunther - Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± - - - - 7 - FW from AIM Server: Message from Ivan Dolvich - Hello. I am house now. ± - - - - 8 - FW from AIM Server: Message from Bobby Gontarski - This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± - - - - 9 - FW from AIM Server: Message from Igor Dolvich - Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± - - - - 10 - FW from AIM Server: [MVdMZ ]VSVW_V - >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± - - - - 11 - FW from AIM Server: Message from Ernie Spragg - Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± - - - - 12 - FW from AIM Server: Message from Carl Simmons - You left a message. Looks like we might have something to talk about. You know where to find me. ± - - - - 13 - FW from AIM Server: Message from Fidel Dahan - Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± - - - - 14 - FW from AIM Server: Message from Cynthia Guzzman - Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± - - - - 15 - FW from AIM Server: Message from Sidney Nettleson - Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± - - - - 16 - FW from AIM Server: Message from Gus Tarballs - Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± - - - - 17 - FW from AIM Server: Message from Monica Sonderguaad - Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± - - - - 18 - FW from AIM Server: Message from Ice Williams - This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± - - - - 19 - FW from AIM Server: Message from Dr. Donna Houston - Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± - - - - 20 - FW from AIM Server: Message from Dr. Clifford Highball - Dr. Clifford Highball is now available. ± - - - - 21 - FW from AIM Server: Message from John Peters - I'm back. ± ± Bull. ± - - - - 22 - FW from AIM Server: Message from Frank Hennessy - Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± - - - - 23 - FW from AIM Server: Message from Louisa Garneau - If you need something shot, give me a call. Otherwise, I'm not interested. ± - - - - 24 - FW from AIM Server: Message from Ron Higgens - Ron Higgens here. Got your message. ± - - - - 25 - FW from AIM Server: Message from Charlene Higgens - Hi. This is Charlene. Should be here for a while, unless something else comes up. ± - - - - 26 - FW from AIM Server: Message from Kirk Stevenson - You wanted to yak? I'm in. ± - - - - 27 - FW from AIM Server: Message from Corp. Len Anderson - Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± - - - - 28 - FW from AIM Server: Message from Dr. Daniel Quinten - Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± - - - - 29 - FW from AIM Server: Message from Earl Walker - I'm in. You want to talk? You know where to find me. ± - - - - 30 - FW from AIM Server: Message from Stephen Rothman - Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± - - - - 31 - FW from AIM Server: Message from Robert James Sullivan - Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± - - - - 32 - FW from AIM Server: Message from J.P. Viau - Malice is in the office. I am standing by. ± - - - - 33 - FW from AIM Server: Message from Dr. Q. Huaong - Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± - - - - 34 - FW from AIM Server: Message from Edgar Smorth - Got it. You want it? Come get it. ± - - - - 35 - FW from AIM Server: Message from Thor Kaufman - Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± - - - - 36 - FW from AIM Server: Message from Sheila Sterling - Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± - - - - 37 - FW from AIM Server: Message from Peter Sanderson - You rang? I was in the john. Call me back. ± - - - - 38 - FW from AIM Server: Message from Dr. Michael Dawson - Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± - - - - 39 - FW from AIM Server: Message from Norma Jessop - Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± - - - 40 - Subject : None - Message : None - - - 41 - Subject : None - Message : None - - - 42 - Subject : None - Message : None - - - 43 - Subject : None - Message : None - - - 44 - Subject : None - Message : None - - - 45 - Subject : None - Message : None - - - 46 - Subject : None - Message : None - - - 47 - Subject : None - Message : None - - - 48 - Subject : None - Message : None - - - 49 - Subject : None - Message : None - - - 50 - Subject : None - Message : None - - - 51 - Subject : None - Message : None - - - 52 - Subject : None - Message : None - - - 53 - Subject : None - Message : None - - - 54 - Subject : None - Message : None - - - 55 - Subject : None - Message : None - - - 56 - Subject : None - Message : None - - - 57 - Subject : None - Message : None - - - 58 - Subject : None - Message : None - - - 59 - Subject : None - Message : None - - - 60 - Subject : None - Message : None - - - 61 - Subject : None - Message : None - 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- - 155 - Subject : None - Message : None - - - 156 - Subject : None - Message : None - - - 157 - Subject : None - Message : None - - - 158 - Subject : None - Message : None - - - 159 - Subject : None - Message : None - - - 160 - Subject : None - Message : None - - - 161 - Subject : None - Message : None - - - 162 - Subject : None - Message : None - - - 163 - Subject : None - Message : None - - - 164 - Subject : None - Message : None - - - 165 - Subject : None - Message : None - - - 166 - Subject : None - Message : None - - - 167 - Subject : None - Message : None - - - 168 - Subject : None - Message : None - - - 169 - Subject : None - Message : None - - - - 170 - FW from AIM Server: Message from Victor Kolesnikov - Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± - - - - 171 - FW from AIM Server: Message from Janno Allik - Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± - - - - 172 - FW from AIM Server: Message from Lennart Vilde - Lennart Vilde now available! ± - - - - 173 - FW from AIM Server: Message from Henning von Branitz - Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± - - - - 174 - FW from AIM Server: Message from Luc Fabre - Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± - - - - 175 - FW from AIM Server: Message from Dr. Laura Colin - Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± - - - - 176 - FW from AIM Server: Message from Graziella Girelli - You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± - - - - 177 - FW from AIM Server: Message from Rudolf Steiger - Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± - - - 178 - Subject : None - Message : None - - - 179 - Subject : None - Message : None - - - 180 - Subject : None - Message : None - - - 181 - Subject : None - Message : None - - - 182 - Subject : None - Message : None - - - 183 - Subject : None - Message : None - - - 184 - Subject : None - Message : None - - - 185 - Subject : None + + + 0 + FW from AIM Server: Message from Barry Unger + Hello. This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± + + + + 1 + FW from AIM Server: Message from Keith Hanson + Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± + + + + 2 + FW from AIM Server: Message from Rudy Roberts + Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± + + + + 3 + FW from AIM Server: Message from Steve Bornell + Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± + + + + 4 + FW from AIM Server: Message from Victoria Waters + Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± + + + + 5 + FW from AIM Server: Message from Trevor Colby + G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± + + + + 6 + FW from AIM Server: Message from Helmut Grunther + Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± + + + + 7 + FW from AIM Server: Message from Ivan Dolvich + Hello. I am house now. ± + + + + 8 + FW from AIM Server: Message from Bobby Gontarski + This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± + + + + 9 + FW from AIM Server: Message from Igor Dolvich + Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± + + + + 10 + FW from AIM Server: [MVdMZ ]VSVW_V + >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± + + + + 11 + FW from AIM Server: Message from Ernie Spragg + Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± + + + + 12 + FW from AIM Server: Message from Carl Simmons + You left a message. Looks like we might have something to talk about. You know where to find me. ± + + + + 13 + FW from AIM Server: Message from Fidel Dahan + Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± + + + + 14 + FW from AIM Server: Message from Cynthia Guzzman + Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± + + + + 15 + FW from AIM Server: Message from Sidney Nettleson + Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± + + + + 16 + FW from AIM Server: Message from Gus Tarballs + Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± + + + + 17 + FW from AIM Server: Message from Monica Sonderguaad + Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± + + + + 18 + FW from AIM Server: Message from Ice Williams + This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± + + + + 19 + FW from AIM Server: Message from Dr. Donna Houston + Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± + + + + 20 + FW from AIM Server: Message from Dr. Clifford Highball + Dr. Clifford Highball is now available. ± + + + + 21 + FW from AIM Server: Message from John Peters + I'm back. ± ± Bull. ± + + + + 22 + FW from AIM Server: Message from Frank Hennessy + Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± + + + + 23 + FW from AIM Server: Message from Louisa Garneau + If you need something shot, give me a call. Otherwise, I'm not interested. ± + + + + 24 + FW from AIM Server: Message from Ron Higgens + Ron Higgens here. Got your message. ± + + + + 25 + FW from AIM Server: Message from Charlene Higgens + Hi. This is Charlene. Should be here for a while, unless something else comes up. ± + + + + 26 + FW from AIM Server: Message from Kirk Stevenson + You wanted to yak? I'm in. ± + + + + 27 + FW from AIM Server: Message from Corp. Len Anderson + Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± + + + + 28 + FW from AIM Server: Message from Dr. Daniel Quinten + Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± + + + + 29 + FW from AIM Server: Message from Earl Walker + I'm in. You want to talk? You know where to find me. ± + + + + 30 + FW from AIM Server: Message from Stephen Rothman + Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± + + + + 31 + FW from AIM Server: Message from Robert James Sullivan + Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± + + + + 32 + FW from AIM Server: Message from J.P. Viau + Malice is in the office. I am standing by. ± + + + + 33 + FW from AIM Server: Message from Dr. Q. Huaong + Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± + + + + 34 + FW from AIM Server: Message from Edgar Smorth + Got it. You want it? Come get it. ± + + + + 35 + FW from AIM Server: Message from Thor Kaufman + Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± + + + + 36 + FW from AIM Server: Message from Sheila Sterling + Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± + + + + 37 + FW from AIM Server: Message from Peter Sanderson + You rang? I was in the john. Call me back. ± + + + + 38 + FW from AIM Server: Message from Dr. Michael Dawson + Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± + + + + 39 + FW from AIM Server: Message from Norma Jessop + Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 61 + Subject : None + 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Subject : None + Message : None + + + 154 + Subject : None + Message : None + + + 155 + Subject : None + Message : None + + + 156 + Subject : None + Message : None + + + 157 + Subject : None + Message : None + + + 158 + Subject : None + Message : None + + + 159 + Subject : None + Message : None + + + 160 + Subject : None + Message : None + + + 161 + Subject : None + Message : None + + + 162 + Subject : None + Message : None + + + 163 + Subject : None + Message : None + + + 164 + Subject : None + Message : None + + + 165 + Subject : None + Message : None + + + 166 + Subject : None + Message : None + + + 167 + Subject : None + Message : None + + + 168 + Subject : None + Message : None + + + 169 + Subject : None + Message : None + + + + 170 + FW from AIM Server: Message from Victor Kolesnikov + Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± + + + + 171 + FW from AIM Server: Message from Janno Allik + Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± + + + + 172 + FW from AIM Server: Message from Lennart Vilde + Lennart Vilde now available! ± + + + + 173 + FW from AIM Server: Message from Henning von Branitz + Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± + + + + 174 + FW from AIM Server: Message from Luc Fabre + Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± + + + + 175 + FW from AIM Server: Message from Dr. Laura Colin + Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± + + + + 176 + FW from AIM Server: Message from Graziella Girelli + You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± + + + + 177 + FW from AIM Server: Message from Rudolf Steiger + Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None Message : None @@ -1321,7 +1330,7 @@ 254 - Subject : None - Message : None - + Subject : None + Message : None + \ No newline at end of file diff --git a/gamedir/Data/TableData/Email/EmailMercLevelUp.xml b/gamedir/Data/TableData/Email/EmailMercLevelUp.xml index ce2055676..274771d2f 100644 --- a/gamedir/Data/TableData/Email/EmailMercLevelUp.xml +++ b/gamedir/Data/TableData/Email/EmailMercLevelUp.xml @@ -1,204 +1,213 @@ - + 0 - Subject : None + Subject: None Message : None 1 - Subject : None + Subject: None Message : None 2 - Subject : None + Subject: None Message : None 3 - Subject : None + Subject: None Message : None 4 - Subject : None + Subject: None Message : None 5 - Subject : None + Subject: None Message : None 6 - Subject : None + Subject: None Message : None 7 - Subject : None + Subject: None Message : None 8 - Subject : None + Subject: None Message : None 9 - Subject : None + Subject: None Message : None 10 - Subject : None + Subject: None Message : None 11 - Subject : None + Subject: None Message : None 12 - Subject : None + Subject: None Message : None 13 - Subject : None + Subject: None Message : None 14 - Subject : None + Subject: None Message : None 15 - Subject : None + Subject: None Message : None 16 - Subject : None + Subject: None Message : None 17 - Subject : None + Subject: None Message : None 18 - Subject : None + Subject: None Message : None 19 - Subject : None + Subject: None Message : None 20 - Subject : None + Subject: None Message : None 21 - Subject : None + Subject: None Message : None 22 - Subject : None + Subject: None Message : None 23 - Subject : None + Subject: None Message : None 24 - Subject : None + Subject: None Message : None 25 - Subject : None + Subject: None Message : None 26 - Subject : None + Subject: None Message : None 27 - Subject : None + Subject: None Message : None 28 - Subject : None + Subject: None Message : None 29 - Subject : None + Subject: None Message : None 30 - Subject : None + Subject: None Message : None 31 - Subject : None + Subject: None Message : None 32 - Subject : None + Subject: None Message : None 33 - Subject : None + Subject: None Message : None 34 - Subject : None + Subject: None Message : None 35 - Subject : None + Subject: None Message : None 36 - Subject : None + Subject: None Message : None 37 - Subject : None + Subject: None Message : None 38 - Subject : None + Subject: None Message : None 39 - Subject : None + Subject: None Message : None @@ -269,37 +278,37 @@ 51 - Subject : None + Subject: None Message : None 52 - Subject : None + Subject: None Message : None 53 - Subject : None + Subject: None Message : None 54 - Subject : None + Subject: None Message : None 55 - Subject : None + Subject: None Message : None 56 - Subject : None + Subject: None Message : None 57 - Subject : None + Subject: None Message : None diff --git a/gamedir/Data/TableData/Email/EmailSenderNameList.xml b/gamedir/Data/TableData/Email/EmailSenderNameList.xml index 385ecda06..475a98911 100644 --- a/gamedir/Data/TableData/Email/EmailSenderNameList.xml +++ b/gamedir/Data/TableData/Email/EmailSenderNameList.xml @@ -231,11 +231,11 @@ Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex. 51 - None + Kerberus Inc 52 - None + Angel DaSilva 53 diff --git a/gamedir/Data/TableData/FaceGear.xml b/gamedir/Data/TableData/FaceGear.xml index a0abb0d98..ff77b5373 100644 --- a/gamedir/Data/TableData/FaceGear.xml +++ b/gamedir/Data/TableData/FaceGear.xml @@ -1095,8 +1095,8 @@ 212 - 0 - + 4 + FACES\FACESGEAR\Face_SunGoggles diff --git a/gamedir/Data/TableData/Items/AmmoStrings.xml b/gamedir/Data/TableData/Items/AmmoStrings.xml index 1d99abe8d..23ede3736 100644 --- a/gamedir/Data/TableData/Items/AmmoStrings.xml +++ b/gamedir/Data/TableData/Items/AmmoStrings.xml @@ -107,8 +107,8 @@ 21 - 12.7mm - 12.7mm + 12.7x108mm + 12.7x108mm 22 @@ -122,8 +122,8 @@ 24 - 7.62x54R - 7.62x54R + 7.62x54mmR + 7.62x54mmR 25 @@ -137,8 +137,8 @@ 27 - 10mm - 10mm + 10x25mm + 10x25mm 28 diff --git a/gamedir/Data/TableData/Items/AmmoTypes.xml b/gamedir/Data/TableData/Items/AmmoTypes.xml index db9b8927d..75432cc29 100644 --- a/gamedir/Data/TableData/Items/AmmoTypes.xml +++ b/gamedir/Data/TableData/Items/AmmoTypes.xml @@ -1,4 +1,57 @@  + 0 @@ -16,14 +69,13 @@ 1 1 0 - 1 + 1 1 1 1 1 0 0 - 0 0 0 0 @@ -32,9 +84,15 @@ 0 0 - 1 + 0.0 + 0.0 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 1 @@ -52,14 +110,13 @@ 17 10 1 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -68,9 +125,15 @@ 0 0 - 1 + -0.17 + 0.1 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 2 @@ -88,14 +151,13 @@ 1 1 0 - 1 + 10 1 1 1 1 0 0 - 0 0 0 0 @@ -104,9 +166,15 @@ 0 0 - 1 + 0.13 + 0.2 + 0 1.0 1.0 + 0.0 + 0.4 + 1.0 + 1.0 3 @@ -124,14 +192,13 @@ 1 1 0 - 1 + 10 1 1 1 1 0 0 - 0 0 0 0 @@ -140,9 +207,15 @@ 0 0 - 1 + 0.3 + 0.2 + 0 1.0 1.0 + 0.0 + 0.6 + 1.0 + 1.0 4 @@ -160,14 +233,13 @@ 1 1 1 - 1 + 1 1 9 1 4 0 0 - 0 0 0 0 @@ -175,10 +247,16 @@ 0 0 0 - - 1 + Buckshot + 0.0 + 0.0 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 5 @@ -196,14 +274,13 @@ 1 1 0 - 1 + 50 0 6 1 3 0 0 - 0 0 0 0 @@ -211,10 +288,16 @@ 0 0 0 - - 1 + Flechette + 0.03 + -0.25 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 6 @@ -232,14 +315,13 @@ 1 1 0 - 0 + 0 0 1 1 1 1 2 - 0 0 0 0 @@ -248,9 +330,15 @@ 0 0 - 1 + 0.08 + 0.0 + 0 1.0 1.0 + 0.0 + 0.5 + 1.0 + 1.0 7 @@ -268,14 +356,13 @@ 1 1 0 - 0 + 0 1 1 1 1 0 0 - 0 0 0 1 @@ -284,9 +371,15 @@ 0 0 - 1 + 0.0 + 0.0 + 0 1.0 1.0 + 0.0 + 0.0 + 0.0 + 1.0 8 @@ -304,14 +397,13 @@ 1 1 0 - 0 + 0 1 1 1 1 0 0 - 0 0 1 0 @@ -320,9 +412,15 @@ 0 0 - 1 + 0.0 + 0.0 + 0 1.0 1.0 + 0.0 + 0.0 + 0.0 + 1.0 9 @@ -340,14 +438,13 @@ 1 1 0 - 0 + 0 1 1 1 1 1 1 - 0 0 0 0 @@ -356,9 +453,15 @@ 0 0 - 1 + 0.15 + 0.0 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 10 @@ -376,14 +479,13 @@ 1 1 0 - 0 + 0 0 1 1 1 1 1 - 1 0 0 0 @@ -392,9 +494,15 @@ 0 0 - 1 + 0.3 + 0.4 + 0 1.0 1.0 + 1.0 + 0.75 + 1.0 + 1.0 11 @@ -412,14 +520,13 @@ 1 1 1 - 0 + 0 1 1 1 1 0 0 - 0 1 0 0 @@ -428,9 +535,15 @@ 0 0 - 1 + -0.1 + -0.5 + 0 1.0 1.0 + 0.0 + 0.0 + 0.0 + 1.0 12 @@ -448,14 +561,13 @@ 1 1 0 - 1 + 1 1 1 1 1 0 0 - 0 0 0 0 @@ -464,9 +576,15 @@ 0 0 - 1 + 0.5 + 0.8 + 0 1.0 1.0 + 0.0 + 0.0 + 0.0 + 1.0 13 @@ -484,14 +602,13 @@ 17 10 0 - 1 + 5 0 1 1 1 0 0 - 0 0 0 0 @@ -500,9 +617,15 @@ 0 0 - 1 + 0.35 + 0.3 + 0 1.0 1.0 + 0.0 + 0.5 + 1.0 + 1.0 14 @@ -520,14 +643,13 @@ 30 10 1 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -536,9 +658,15 @@ 0 0 - 1 + -0.2 + 0.08 + 0 1.0 1.0 + 0.0 + 0.0 + 0.3 + 1.0 15 @@ -556,14 +684,13 @@ 1 1 0 - 1 + 1 0 1 1 1 0 0 - 0 0 0 0 @@ -572,9 +699,15 @@ 0 1 - 1 + 0.25 + 0.4 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 16 @@ -592,14 +725,13 @@ 1 1 0 - 1 + 10 0 1 1 1 0 0 - 0 0 0 0 @@ -608,9 +740,15 @@ 0 1 - 1 + 0.35 + 0.5 + 0 1.0 1.0 + 0.0 + 0.4 + 1.0 + 1.0 17 @@ -628,14 +766,13 @@ 1 1 0 - 1 + 5 0 1 1 1 0 0 - 0 0 0 0 @@ -644,9 +781,15 @@ 0 0 - 1 + 0.08 + 0.15 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 18 @@ -664,14 +807,13 @@ 1 1 0 - 1 + 15 0 1 1 1 0 0 - 0 0 0 0 @@ -680,9 +822,15 @@ 0 0 - 1 + 0.18 + 0.35 + 0 1.0 1.0 + 0.0 + 0.4 + 1.0 + 1.0 19 @@ -700,14 +848,13 @@ 95 100 0 - 1 + 1 0 1 1 1 0 0 - 0 0 0 0 @@ -716,9 +863,15 @@ 0 0 - 1 + -0.1 + -0.15 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 20 @@ -736,14 +889,13 @@ 16 10 1 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -752,9 +904,15 @@ 0 0 - 1 + -0.15 + -0.05 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 21 @@ -772,14 +930,13 @@ 75 100 0 - 1 + 5 0 1 1 1 0 0 - 0 0 0 0 @@ -788,9 +945,15 @@ 0 0 - 1 + 0.04 + 0.1 + 0 1.0 1.0 + 0.0 + 0.2 + 1.0 + 1.0 22 @@ -808,14 +971,13 @@ 75 100 0 - 1 + 10 0 1 1 1 0 0 - 0 0 0 0 @@ -824,9 +986,15 @@ 0 0 - 1 + 0.07 + 0.1 + 0 1.0 1.0 + 0.0 + 0.3 + 1.0 + 1.0 23 @@ -844,14 +1012,13 @@ 26 10 1 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -860,9 +1027,15 @@ 0 0 - 1 + -0.05 + -0.1 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 24 @@ -880,14 +1053,13 @@ 26 10 1 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -896,9 +1068,15 @@ 0 0 - 1 + 0.13 + 0.03 + 0 1.0 1.0 + 0.0 + 0.0 + 1.0 + 1.0 25 @@ -916,14 +1094,13 @@ 1 1 0 - 0 + 0 0 1 1 1 0 0 - 0 0 0 0 @@ -932,9 +1109,15 @@ 100 0 - 1 + 0.06 + 0.35 + 0 1.0 1.0 + 0.0 + 0.3 + 1.0 + 1.0 26 @@ -944,7 +1127,7 @@ 21 23 1 - 2 + 4 1 2 3 @@ -952,14 +1135,13 @@ 1 1 0 - 1 + 60 0 1 1 1 0 0 - 0 0 0 0 @@ -968,8 +1150,14 @@ 0 0 - 1 + 0.23 + 0.27 + 0 1.0 1.0 + 0.0 + 0.8 + 1.0 + 1.0 \ No newline at end of file diff --git a/gamedir/Data/TableData/Items/Clothes.xml b/gamedir/Data/TableData/Items/Clothes.xml index 85253ac8c..7626f1a2d 100644 --- a/gamedir/Data/TableData/Items/Clothes.xml +++ b/gamedir/Data/TableData/Items/Clothes.xml @@ -24,7 +24,12 @@ --> - + + 0 + None + + + 1 YELLOWVEST diff --git a/gamedir/Data/TableData/Items/Drugs.xml b/gamedir/Data/TableData/Items/Drugs.xml index 8aefdccab..2101a5456 100644 --- a/gamedir/Data/TableData/Items/Drugs.xml +++ b/gamedir/Data/TableData/Items/Drugs.xml @@ -1,264 +1,776 @@ - - - - 0 - None - 0 - 0 - 0 - 0 - 0 - 0 - - - 1 - Adrenaline - 4 - 2 - 15 - 20 - 2 - 1 - - - 2 - Alcohol - 2 - 2 - 8 - 10 - 1 - 1 - - - 3 - Regeneration - 0 - 0 - 0 - 0 - 0 - 0 - - - 4 - Resistance - 13 - 1 - 25 - 20 - 1 - 0 - - - 5 - Strength - 25 - 1 - 50 - 10 - 1 - 1 - - - 6 - Agility - 25 - 1 - 50 - 10 - 1 - 1 - - - 7 - Dexterity - 25 - 1 - 50 - 10 - 1 - 1 - - - 8 - Wisdom - 25 - 1 - 50 - 10 - 1 - 1 - - - 9 - Perception - 25 - 1 - 100 - 0 - 0 - 0 - - - 10 - Psychosis - 1 - 1 - 120 - 120 - 1 - 0 - - - 11 - Nervousness - 1 - 1 - 120 - 120 - 1 - 0 - - - 12 - Claustrophobia - 1 - 1 - 120 - 120 - 1 - 0 - - - 13 - Heat Intolerant - 1 - 1 - 120 - 120 - 1 - 0 - - - 14 - Fear of Insects - 1 - 1 - 120 - 120 - 1 - 0 - - - 15 - Forgetfulness - 1 - 1 - 120 - 120 - 1 - 0 - - - 16 - Blindness - 1 - 1 - 5 - 8 - 1 - 0 - - - 17 - Unconsciousness - 25 - 1 - 50 - 11 - 1 - 0 - - - 18 - Vision - 1 - 1 - 5 - 7 - 1 - 0 - - - 19 - Tunnel Vision - 1 - 1 - 5 - 7 - 1 - 0 - - \ No newline at end of file + + + + 0 + None + 0 + + 0 + 0 + 0 + 0 + + + 0 + 0 + 0 + + + 0 + 0 + 0 + + + 0 + 0 + 0 + + + + 1 + Energy Booster + 1 + + 1 + 8 + 400 + + + 2 + 8 + 15 + + + + 15 + 150 + + + + 2 + 8 + 40 + + + + 7 + 8 + 80 + + + + 2 + Alcohol (40%) + + 1 + 10 + 150 + + + 2 + 10 + 11 + 50 + + + 3 + 10 + 11 + + + 8 + 20 + -11 + 30 + + + + + 16 + 192 + + + + 9 + 30 + 5 + + + + 1 + 30 + 10 + + + 2 + 30 + 10 + + + 3 + 30 + 10 + + + 4 + 30 + 10 + + + 5 + 30 + 10 + + + 6 + 30 + 10 + + + 7 + 30 + 10 + + + 8 + 30 + 10 + + + 9 + 30 + 10 + + + 10 + 30 + 10 + + + 11 + 30 + 10 + + + 12 + 30 + 10 + + + + 3 + Alcohol (beer, 6.9%) + + 1 + 10 + 50 + + + 2 + 10 + 2 + 50 + + + 3 + 10 + 1 + + + 8 + 20 + -3 + 15 + + + + + 16 + 17 + + + + 9 + 5 + 5 + + + + 1 + 5 + 10 + + + 2 + 5 + 10 + + + 3 + 5 + 10 + + + 4 + 5 + 10 + + + 5 + 5 + 10 + + + 6 + 5 + 10 + + + 7 + 5 + 10 + + + 8 + 5 + 10 + + + 9 + 5 + 10 + + + 10 + 5 + 10 + + + 11 + 5 + 10 + + + 12 + 5 + 10 + + + + 4 + Alcohol (wine, 11%) + + 1 + 10 + 90 + + + 2 + 10 + 7 + 50 + + + 3 + 10 + 7 + + + 8 + 20 + -17 + 20 + + + + + 16 + 62 + + + + 9 + 30 + 5 + + + + 1 + 30 + 10 + + + 2 + 30 + 10 + + + 3 + 30 + 10 + + + 4 + 30 + 10 + + + 5 + 30 + 10 + + + 6 + 30 + 10 + + + 7 + 30 + 10 + + + 8 + 30 + 10 + + + 9 + 30 + 10 + + + 10 + 30 + 10 + + + 11 + 30 + 10 + + + 12 + 30 + 10 + + + + 5 + Regen Booster + 1 + + 0 + 4 + 10 + + + 4 + 8 + 5 + + + + 15 + 350 + + + + 6 + Barrage + 1 + + 5 + 20 + 60 + + + 4 + 20 + 5 + + + 1 + 1 + -10000 + 5 + + + + 15 + 200 + + + + 7 + 30 + + + + 7 + Cigar + + + 1 + 3 + -300 + + + + + 3 + 3 + 21 + + + + + 17 + 150 + + + + + 8 + High-capacity bullet + 0 + + + 10 + 50 + 80 + + + + 9 + Reflex + 1 + + 2 + 20 + 6 + + + 6 + 20 + 15 + + + + + 15 + 225 + + + + 1 + 25 + 80 + + + + 10 + Stim + 1 + + 0 + 5 + 2 + 15 + + + 1 + 8 + 150 + + + 2 + 8 + 5 + + + 4 + 8 + 15 + + + 5 + 8 + 30 + + + 6 + 8 + 10 + + + + + 15 + 350 + + + + 7 + 10 + 90 + + + 11 + 10 + 70 + + + + + 11 + Stim Copy + 1 + + 0 + 5 + 2 + 5 + + + 1 + 8 + 150 + + + 2 + 7 + 5 + + + 4 + 8 + 13 + + + 5 + 6 + 35 + + + 6 + 6 + 10 + + + + + 15 + 350 + + + + + 0 + 40 + 40 + + + + 1 + 30 + 40 + + + + 2 + 50 + 40 + + + + 3 + 50 + 40 + + + + 8 + 70 + 40 + + + + 7 + 10 + 95 + + + 9 + 12 + 20 + + + 11 + 10 + 75 + + + + + 12 + Energy Drink + + 1 + 8 + 100 + + + 2 + 8 + 3 + + + + + 15 + 40 + + + + 7 + 8 + 10 + + + + 13 + Coffee + + 1 + 6 + 50 + + + 3 + 6 + 1 + + + + 1 + 12 + 50 + + + + + 14 + M99 + + + 0 + 10 + -3 + + + + 1 + 10 + -10000 + + + + 6 + 30 + + + + 15 + Plague medicine + + 0 + -400 + + + + 16 + Tetanus medicine + + 3 + -700 + + + + 17 + Cholera medicine + + 5 + -800 + + + + 18 + Neurotoxin dart + + 0 + 3 + -35 + + + diff --git a/gamedir/Data/TableData/Items/ExplosionData.xml b/gamedir/Data/TableData/Items/ExplosionData.xml index c80c419ad..905c4fbbe 100644 --- a/gamedir/Data/TableData/Items/ExplosionData.xml +++ b/gamedir/Data/TableData/Items/ExplosionData.xml @@ -97,7 +97,7 @@ 18 286 -1 - TILECACHE\FLAM_EXP.STI + TILECACHE\ZGRAV_C.STI 80 diff --git a/gamedir/Data/TableData/Items/Food.xml b/gamedir/Data/TableData/Items/Food.xml index 545312a3b..7a4fd12ef 100644 --- a/gamedir/Data/TableData/Items/Food.xml +++ b/gamedir/Data/TableData/Items/Food.xml @@ -1,11 +1,290 @@  0 - None + (none) 0 0 - 0 - 0 + 0 + + + 1 + Canteen + 0 + 2000 + 0 + + + 2 + Alcohol + 0 + 6000 + 0 + + + 3 + Beer + 0 + 2200 + 0 + + + 4 + Wine + 0 + 4400 + 0 + + + 5 + Calory bars + 150 + 0 + 0 + + + 6 + MRE + 1200 + 0 + 0 + + + 7 + EPA + 1600 + 0 + 0 + + + 8 + Calorie Mate + 100 + 0 + 0 + + + 9 + Peak EPA + 80 + 0 + 0 + + + 10 + Hotdog + 380 + 0 + 1.8 + + + 11 + Hamburger + 420 + 0 + 1.6 + + + 12 + Fries + 160 + 0 + 1.5 + + + 13 + Pizza + 620 + 0 + 1.8 + + + 14 + Spam + 600 + 0 + 0 + + + 15 + Spam 2 + 800 + 0 + 0 + + + 16 + C. vegetables + 600 + 0 + 0 + + + 17 + C. scorpions + 360 + 0 + 0 + + + 18 + Cat food + 320 + 0 + 80 + + + 19 + Baked beans + 620 + 0 + 0 + + + 20 + Steak + 920 + 0 + 2.1 + + + 21 + Bean stew + 800 + 0 + 2.0 + + + 22 + French toast + 300 + 0 + 1.6 + + + 23 + Crepes + 340 + 0 + 1.9 + + + 24 + Pasta + 860 + 0 + 2.2 + + + 25 + Omelet + 700 + 0 + 2.1 + + + 26 + Cow meat + 2000 + 0 + 3 + + + 27 + Bloodcat meat + 2200 + 0 + 3.2 + + + 28 + Bread + 550 + 0 + 1 + + + 29 + Applepie + 600 + 0 + 1.7 + + + 30 + Water drum + 0 + 100000 + 0 + + + 31 + PET bottle + 0 + 2000 + 0 + + + 32 + Vegetable juice + 60 + 2000 + 1.2 + + + 33 + Milk + 10 + 2000 + 1.8 + + + 34 + Energy drink + 0 + 800 + 0 + + + 35 + Energy drink 2 + 0 + 700 + 0 + + + 36 + Coffee + 0 + 600 + 0.2 + + + 37 + Oatmeal + 500 + 0 + 2.3 + + + 38 + Bag of rice + 2000 + 0 + 1.5 + + + 39 + bladder + 0 + 4000 + 1 + 0 + + + 40 + Soda + 0 + 600 0 diff --git a/gamedir/Data/TableData/Items/Items.xml b/gamedir/Data/TableData/Items/Items.xml index 997449199..70f80bd14 100644 --- a/gamedir/Data/TableData/Items/Items.xml +++ b/gamedir/Data/TableData/Items/Items.xml @@ -24,6 +24,7 @@ 0 0 0 + 0 2 0 0 @@ -62,6 +63,7 @@ 0 0 0 + 0 0 0 0 @@ -125,6 +127,7 @@ 0 0 0 + 0 0 0 0 @@ -147,6 +150,7 @@ 0 0 0 + 0 0 0 0 @@ -160,11 +164,33 @@ 0 0 - 100 - 0 - 0 - 0 - 0 + 100.0 + 0.0 + 0.0 + 0.0 + 0.0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0.0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 @@ -175,6 +201,7 @@ 0 0 0 + -101 0 @@ -187,6 +214,7 @@ 0 0 0 + -101 0 @@ -199,6 +227,7 @@ 0 0 0 + -101 0 @@ -230,7 +259,9 @@ 5 1 36 - 100 + 100.0 + 10 + 20.0 @@ -263,7 +294,9 @@ 5 1 1300 - 100 + 100.0 + 10 + 20.0 @@ -296,7 +329,9 @@ 5 1 36 - 100 + 100.0 + 10 + 20.0 @@ -330,7 +365,9 @@ 1100 5 5 - 100 + 100.0 + 11 + 20.0 -10 30 @@ -371,6 +408,8 @@ 1 30 100 + 8 + 20.0 @@ -403,7 +442,9 @@ 5 1 26 - 100 + 100.0 + 10 + 20.0 @@ -434,7 +475,9 @@ 5 1 22 - 100 + 100.0 + 13 + 30.0 @@ -465,7 +508,9 @@ 5 1 30 - 100 + 100.0 + 12 + 24.0 @@ -498,7 +543,9 @@ 900 5 5 - 100 + 100.0 + 10 + 20.0 -10 30 @@ -539,7 +586,9 @@ 1100 -1 30 - 100 + 100.0 + 10 + 20.0 -20 -20 @@ -576,7 +625,9 @@ 4 1 700 - 100 + 100.0 + 10 + 27.0 @@ -609,7 +660,9 @@ 750 -1 30 - 100 + 100.0 + 15 + 40.0 -20 -20 @@ -647,7 +700,9 @@ 750 -1 30 - 100 + 100.0 + 10 + 30.0 -20 -20 @@ -685,7 +740,9 @@ 735 -1 30 - 100 + 100.0 + 7 + 18.0 -20 -20 @@ -725,7 +782,9 @@ 5 5 20 - 100 + 100.0 + 10 + 23.0 -10 30 @@ -769,7 +828,9 @@ 750 -1 30 - 100 + 100.0 + 34 + 32.0 -20 -20 @@ -806,7 +867,9 @@ 4 1 24 - 100 + 100.0 + 10 + 24.0 @@ -839,7 +902,9 @@ 1 22 999 - 100 + 100.0 + 10 + 30.0 @@ -872,7 +937,9 @@ 1 26 208 - 100 + 100.0 + 10 + 30.0 @@ -907,7 +974,9 @@ 5 5 1029 - 100 + 100.0 + 10 + 28.0 -10 30 @@ -948,7 +1017,9 @@ 3 1 650 - 100 + 100.0 + 10 + 27.0 @@ -981,7 +1052,9 @@ 4 1 28 - 100 + 100.0 + 10 + 24.0 @@ -1015,7 +1088,9 @@ -1 30 1030 - 100 + 100.0 + 10 + 41.0 -20 -20 @@ -1053,7 +1128,9 @@ 1 1100 10 - 100 + 100.0 + 10 + 33.0 20 @@ -1092,7 +1169,9 @@ 3 1 650 - 100 + 100.0 + 6 + 17.5 @@ -1125,7 +1204,9 @@ 3 1 600 - 100 + 100.0 + 5 + 19.0 @@ -1157,7 +1238,9 @@ 3 1 750 - 100 + 100.0 + 10 + 40.0 @@ -1190,7 +1273,9 @@ 3 1 700 - 100 + 100.0 + 10 + 26.0 @@ -1223,7 +1308,9 @@ 3 1 600 - 100 + 100.0 + 10 + 27.4 @@ -1258,7 +1345,9 @@ 1 600 1029 - 100 + 100.0 + 40 + 28.0 @@ -1291,8 +1380,10 @@ 4 1 22 - ChokeImpModSpread - 100 + Imp Mod Choke + 100.0 + 10 + 20.0 @@ -1326,7 +1417,9 @@ 24 -1 30 - 100 + 100.0 + 10 + 20.0 -20 -20 @@ -1364,7 +1457,9 @@ 1 240 1029 - 100 + 100.0 + 20 + 20.0 @@ -1379,6 +1474,7 @@ 2 1 34 + 128 3 34 71 @@ -1397,7 +1493,9 @@ 2 1 1000 - 100 + 100.0 + 10 + 24.0 @@ -1432,7 +1530,10 @@ 600 -1 30 - 100 + 209 + 100.0 + 10 + 19.0 -20 -20 @@ -1451,6 +1552,7 @@ 2 1 36 + 128 3 36 93 @@ -1469,10 +1571,19 @@ 2 1 800 - 100 - + 10 + 100.0 + 10 + 23.0 + + 20 + - + + -75 + 100 + 35 + 37 @@ -1482,6 +1593,8 @@ Combat Knife When the enemy is too close for comfort, this full-tang bowie-styled combat knife will definitely come in handy. It features a serrated 9" blade, and a wooden handle with a heavy-duty guard and pommel. 4 + 2 + 2 1 37 4 @@ -1492,21 +1605,22 @@ 24 100 2 - 2 - 2 1 1 1 1 1 1 - 1 5 1 28 - 1 + -3 100 - + + -10 + -10 + -10 + @@ -1540,8 +1654,8 @@ 4 1 28 - 1 - 100 + 62 + 100.0 @@ -1564,7 +1678,7 @@ 14 1 1 - 100 + 100.0 @@ -1596,7 +1710,9 @@ 1 12 1 - 100 + 100.0 + 10 + 20.0 @@ -1612,6 +1728,7 @@ 1 41 20 + 343 211 8 1800 @@ -1627,7 +1744,9 @@ 1 10 1 - 100 + 100.0 + 10 + 20.0 @@ -1650,7 +1769,7 @@ 14 1 1 - 100 + 100.0 @@ -1672,7 +1791,7 @@ 1 1 24 - 100 + 100.0 @@ -1694,7 +1813,7 @@ 1 1 24 - 100 + 100.0 @@ -1716,7 +1835,7 @@ 1 1 24 - 100 + 100.0 @@ -1738,7 +1857,7 @@ 1 1 24 - 100 + 100.0 @@ -1760,7 +1879,7 @@ 1 1 24 - 100 + 100.0 @@ -1782,7 +1901,7 @@ 1 1 20 - 100 + 100.0 @@ -1815,8 +1934,7 @@ 1 30 1 - 1 - 100 + 100.0 @@ -1825,15 +1943,17 @@ 50 Talon Talon Grenade Launcher - The "Talon" US military grenade launcher is known to propel enemies into the waiting claws of death. + The "Talon" US military grenade launcher is known to propel enemies into the waiting claws of death. This GL is basically a carbon copy of the well known Colt M203PI. Talon Grenade Launcher Developed by the US military, this launcher can be attached to a wide range of assault rifles and machine guns. It comes equipped with a light folding stock and a special pistol grip stock, allowing it to be fired like a pistol. It is considered to be a good entry weapon. 16 + 512 1 50 20 39 14 + 1 4 600 -1 @@ -1845,7 +1965,9 @@ 1 12 1 - 100 + 100.0 + 10 + 20.0 @@ -1854,7 +1976,7 @@ 51 LAW M72A4 LAW - One hit from this Light Anti-Tank Weapon is better than a one way ticket to Judgement Day. No judge, no jury, and all executioner. + One hit from this Light Anti-Tank Weapon is better than a one way ticket to Judgement Day. No judge, no jury, and all executioner. Extend before firing... M72A4 LAW The M72A2 Light Anti-Tank Weapon is a light-weight shoulder-fired rocket launcher which can penetrate a foot of tank armour or destroy small battlefield fortifications. A one-shot weapon of awesome destructive power. 16 @@ -1879,7 +2001,9 @@ 1 1 247 - 100 + 100.0 + 10 + 20.0 @@ -1901,7 +2025,7 @@ 1 1 32 - 100 + 100.0 @@ -1923,7 +2047,7 @@ 1 1 24 - 100 + 100.0 @@ -1954,7 +2078,7 @@ 4 1 22 - 100 + 100.0 @@ -1995,7 +2119,9 @@ 1 1 1.2 - 100 + 100.0 + 10 + 20.0 -10 10 @@ -2034,7 +2160,9 @@ 1 1 20 - 100 + 100.0 + 10 + 20.0 @@ -2055,7 +2183,7 @@ 1 1 26 - 100 + 100.0 @@ -2076,7 +2204,7 @@ 1 1 20 - 100 + 100.0 @@ -2097,7 +2225,7 @@ 1 1 20 - 100 + 100.0 @@ -2122,7 +2250,7 @@ 1 16 1 - 100 + 100.0 @@ -2137,6 +2265,7 @@ 2 1 61 + 16384 3 46 12 @@ -2155,7 +2284,9 @@ 1 36 1 - 100 + 100.0 + 10 + 20.0 @@ -2187,8 +2318,7 @@ 1 1 28 - 1 - 100 + 100.0 @@ -2216,7 +2346,9 @@ 1 1 20 - 100 + 100.0 + 14 + 25.0 @@ -2249,7 +2381,7 @@ 20 1 1 - 100 + 100.0 @@ -2290,7 +2422,9 @@ 1 1 1.2 - 100 + 100.0 + 10 + 20.0 -10 10 @@ -2328,7 +2462,9 @@ 1 1 22 - 100 + 100.0 + 10 + 20.0 @@ -2359,7 +2495,9 @@ 4 1 36 - 100 + 100.0 + 10 + 20.0 @@ -2391,7 +2529,9 @@ 4 1 28 - 100 + 100.0 + 10 + 20.0 @@ -2428,7 +2568,9 @@ 5 5 30 - 100 + 100.0 + 10 + 20.0 -10 10 @@ -2452,7 +2594,7 @@ 1 1 34 - 100 + 100.0 @@ -2476,8 +2618,7 @@ 1 1 1 - 10 - 100 + 100.0 @@ -2501,8 +2642,7 @@ 3 1 1 - 8 - 100 + 100.0 @@ -2526,8 +2666,7 @@ 3 1 1 - 8 - 100 + 100.0 @@ -2551,8 +2690,7 @@ 4 1 1 - 7 - 100 + 100.0 @@ -2576,8 +2714,7 @@ 2 1 1 - 9 - 100 + 100.0 @@ -2601,8 +2738,7 @@ 3 1 1 - 8 - 100 + 100.0 @@ -2626,8 +2762,7 @@ 1 1 1 - 10 - 100 + 100.0 @@ -2651,8 +2786,7 @@ 2 1 1 - 9 - 100 + 100.0 @@ -2661,7 +2795,7 @@ 79 .38 S-Load HP .38 Speed Loader, HP - Although these 6 rounds of .38 Special hollow point ammo tend to perform poorly against armor, it makes up for it by creating wider wound channels in unarmored opponents. + Although these 6 rounds of .38 Special hollow point ammo tend to perform poorly against armor, they makes up for it by creating wider wound channels in unarmored opponents. .38 S-Load HP The latest deal from Cor-Bon brought us this 6-round package of .38 Special +P 158 grain ammunition. It packs a punch few will live to forget. Warning: its continuous use in alloy frame revolvers is highly inadvisable. 1024 @@ -2676,8 +2810,7 @@ 1 1 1 - 10 - 100 + 100.0 @@ -2701,8 +2834,7 @@ 2 1 1 - 9 - 100 + 100.0 @@ -2726,8 +2858,7 @@ 3 1 1 - 8 - 100 + 100.0 @@ -2751,8 +2882,7 @@ 2 1 1 - 9 - 100 + 100.0 @@ -2776,8 +2906,7 @@ 3 1 1 - 8 - 100 + 100.0 @@ -2976,18 +3105,17 @@ 2 1 1 - 9 - 100 + 100.0 92 - 5.45x39mm Mag - 5.45x39mm Magazine + 5.45x39mm Mag 30 AP + 5.45x39mm Magazine, 30 AP This 30-round magazine holds 5.45 light armor piercing anti-personnel ammo. Its metal jacketing not only improves its ability to punch through walls, but it can tear through multiple bodies as well. - 5.45x39mm Mag + 5.45x39mm Mag 30 AP One of our hottest commodities is this 30-round mag of 'acquired' Russian 5.45mm Armor Piercing ammunition. This round is guaranteed to make you the death of any party. 1024 1 @@ -3001,18 +3129,17 @@ 4 1 1 - 7 - 100 + 100.0 93 - 5.45x39mm Mag HP - 5.45x39mm Mag, HP + 5.45x39mm Mag 30 HP + 5.45x39mm Mag, 30 HP This 30-round magazine contains 5.45 jacketed hollow point ammunition. It features the combined effect of mushrooming on impact, and tumbling within its target to create enormous wound cavities. - 5.45x39mm Mag, HP + 5.45x39mm Mag 30 HP Need a quick sure-shot way to collect on a life insurance policy? These 30 rounds of 5.45mm Hollow Point ammunition will show you the money in no time at all. 1024 1 @@ -3026,18 +3153,17 @@ 4 1 1 - 7 - 100 + 100.0 94 - 5.56mm Mag 30 - 5.56x45mm Mag, 30 + 5.56x45mm Mag 30 AP + 5.56x45mm Mag, 30 AP These 30 rounds of NATO standard light armor piercing ammunition have the ability to tumble within its target to create a much larger wound than what is normally expected from a such small bullet. - 5.56x45mm Mag 30 + 5.56x45mm Mag 30 AP This 30-round magazine is filled with our NATO standard 5.56mm. This round's steel penetrator makes it possible to beat all but the best in today's body armor. 1024 1 @@ -3051,15 +3177,14 @@ 3 1 1 - 8 - 100 + 100.0 95 - 5.56mm Mag 30 HP + 5.56x45mm Mag 30 HP 5.56x45mm Mag, 30 HP This 30-round magazine of 5.56 Remington hollow point ammo is a variation of the civilian .223 hunting round. Like the .223, it is designed to maximize nerve shock and blood loss. 5.56x45mm Mag 30 HP @@ -3076,18 +3201,17 @@ 3 1 1 - 8 - 100 + 100.0 96 - 7.62x39mm 10 - 7.62x39mm Mag, 10 + 7.62x39mm Mag 10 AP + 7.62x39mm Mag, 10 AP This 10-round magazine of 7.62 Warsaw Pact issued AP ammunition is noted for its ability to defeat almost all forms of body armor and cause significant damage to unwilling recipients. - 7.62x39mm 10 + 7.62x39mm 10 AP Packaged especially for the aspiring sharpshooter, these 10 rounds of Chinese 7.62mm Armor Piercing ammo is sure to provide you with the 'One Shot, One Kill' that'll make headlines the world over. 1024 1 @@ -3101,18 +3225,17 @@ 4 1 1 - 7 - 100 + 100.0 97 - 7.62x39mm 30 - 7.62x39mm Mag, 30 + 7.62x39mm Mag 30 AP + 7.62x39mm Mag, 30 AP These 30 rounds of Warsaw Pact issued 7.62mm anti-personnel AP ammo tend to maintain their shape on impact. Shape retention may increase its ability to defeat light body armor but it also reduces injury severity. - 7.62x39mm 30 + 7.62x39mm 30 AP Looking for the perfect gift for the terrorist who has it all? Try a magazine of our surplus 7.62mm Warsaw Pact AP. It's the gift to end all gift giving. 1024 1 @@ -3126,8 +3249,7 @@ 4 1 1 - 7 - 100 + 100.0 @@ -3151,8 +3273,7 @@ 4 1 1 - 7 - 100 + 100.0 @@ -3176,18 +3297,17 @@ 4 1 1 - 7 - 100 + 100.0 100 - 7.62x51mm 5 - 7.62x51mm Mag, 5 + 7.62x51mm Bullets 5 AP + 7.62x51mm Bullets, 5 AP These 5 loose rounds of 7.62x51mm armor piercing ammo have the ability to defeat body armor at long ranges, making it the ideal sniping round. - 7.62x51mm 5 + 7.62x51mm Bullets 5 AP This Armor Piercing 7.62x51mm ammunition offers an ideal combination of range, penetration and damage that professional snipers demand. 1024 1 @@ -3201,18 +3321,17 @@ 3 1 1 - 8 - 100 + 100.0 101 - 7.62x51mm 20 - 7.62x51mm Mag, 20 + 7.62x51mm Mag 20 AP + 7.62x51mm Mag, 20 AP This mag contains 20 rounds of NATO standard 7.62mm AP ammo. This round has gained favorable attention from armed forces worldwide due to its ability to penetrate a steel helmet at extreme ranges. - 7.62x51mm 20 + 7.62x51mm Mag 20 AP This 7.62mm 20-round magazine is simply brimming with death, especially when it's filled with a surplus of Full Metal Jacketed rounds. This magazine makes armor more or less moot. 1024 1 @@ -3226,18 +3345,17 @@ 5 1 1 - 6 - 100 + 100.0 102 - 7.62x51mm 5 HP - 7.62x51mm Mag, 5 HP + 7.62x51mm Bullets 5 HP + 7.62x51mm Bullets, 5 HP What these 5 rounds of civilian .308 Winchester hunting ammunition lack in armor piercing abilities, is compensated for with their ability to cause severe injuries in unarmored opponents. - 7.62x51mm 5 HP + 7.62x51mm Bullets 5 HP Take advantage of our limited time offer on a price-reduced 5-round sampler box of .308 Winchester Hollow Point ammunition. Whether you're out hunting or sniping, this round will be your one-shot stopper. 1024 1 @@ -3251,18 +3369,17 @@ 3 1 1 - 8 - 100 + 100.0 103 - 7.62x51mm 20 HP + 7.62x51mm Mag 20 HP 7.62x51mm Mag, 20 HP This high capacity magazine holds 20 rounds of .308 Winchester ammunition, the civilian variant of the 7.62 NATO round. It is best suited for hunting unarmored targets. - 7.62x51mm 20 HP + 7.62x51mm Mag 20 HP If power is what you demand, more power is what you'll get with these 20 rounds of Cor-Bon Tactical .308 Winchester ammunition, the civilian variant of the 7.62x51mm round. It's more than enough power to put any problem 6-feet under. 1024 1 @@ -3276,18 +3393,17 @@ 5 1 1 - 6 - 100 + 100.0 104 - 4.7mm Mag 45 - 4.7x33mm Mag, 45 + 4.7mm Mag 45 AP + 4.7x33mm Mag, 45 AP This 45-round magazine contains 4.7mm caseless ammunition. This round possesses wound and range capabilites that are comparable to the 5.56mm NATO round, but is 40 per cent lighter. - 4.7x33mm Mag 45 + 4.7x33mm Mag 45 AP Recovered crates from a classified German warehouse have supplied us with these 45-round magazines. They come complete with a full load of the legandary 4.7mm caseless ammunition. 1024 1 @@ -3301,18 +3417,17 @@ 8 1 1 - 3 - 100 + 100.0 105 - 5.7mm Mag 50 - 5.7x28mm Mag, 50 + 5.7mm Mag 50 AP + 5.7x28mm Mag, 50 AP This magazine contains 50 rounds of 5.7mm ammunition. This polymer pistol round performs remarkably well against both armored and unarmored opponents. - 5.7x28mm Mag 50 + 5.7x28mm Mag 50 AP Do you loathe it when your opponents wear body armor? Say hasta la vista to every form of body armor that might stand between your target and Judgement Day with our 50-round magazine of 5.7mm pistol ammo. 1024 1 @@ -3326,8 +3441,7 @@ 7 1 1 - 4 - 100 + 100.0 @@ -3351,8 +3465,7 @@ 7 1 1 - 4 - 100 + 100.0 @@ -3376,9 +3489,9 @@ 3 1 1 - 8 50 - 100 + 3 + 100.0 @@ -3386,7 +3499,7 @@ 108 12g Shells 7 BS - 12 Gauge Buckshot Shells, 7 + 12 Gauge Shells, 7 Buckshot This 12 gauge magazine holds 7 rounds of "00" SSG ammunition. Favored by law enforcement personnel, it is very effective in urban firefights against unarmored opponents. 12g Shells 7 Buckshot The ideal short-range man-stopper round. This 12 gauge magazine holds 7 rounds of '00' SSG ammunition. Law enforcement personnel worldwide favor this round for its effectiveness in urban firefights against unarmored opponents. @@ -3402,18 +3515,17 @@ 3 1 1 - 8 - 100 + 100.0 109 - CAWS Mag - CAWS Magazine + CAWS Mag AP + CAWS Magazine AP This 10-round CAWS magazine is quite simply brimming with destruction. Each round contains a single tungsten steel composite slug capable of tearing through most forms of body armor and car engine blocks. - CAWS Mag + CAWS Mag AP This 10 round CAWS magazine is quite simply brimming with destruction. Each round contains a single tungsten steel composite slug capable of tearing through most forms of body armor and most car engine blocks. No serious mercenary should leave home-base without it. 1024 1 @@ -3426,8 +3538,8 @@ 7 1 1 - 4 - 100 + 50 + 100.0 @@ -3451,8 +3563,7 @@ 7 1 1 - 4 - 100 + 100.0 @@ -3477,7 +3588,7 @@ 1 1 1 - 100 + 100.0 @@ -3502,7 +3613,7 @@ 1 1 1 - 100 + 100.0 @@ -3527,7 +3638,7 @@ 1 1 1 - 100 + 100.0 @@ -3537,7 +3648,7 @@ Dart Tranquilizer Dart Normally used to take down large game, this dart will put someone under before they can even say, 'feeling woozy.' - Dart + Tranquilizer Dart Normally used to take down large game, this dart will put someone under before they can even say, 'feeling woozy.' 1024 1 @@ -3549,9 +3660,8 @@ 12 10 2 - 9 1 - 100 + 100.0 @@ -3560,30 +3670,31 @@ 115 Flamethrower Clip Flamethrower Clip - NO DESCRIPTION NECESSARY! + This highly flamable napalm is used for a portable flamethrower. Flamethrower Clip - NO DESCRIPTION NECESSARY! + This highly flamable napalm is used for a portable flamethrower. 1024 - 1 - 55 + 347 49 26 4 26 1 1 - 100 + 1 + 3 + 100.0 116 - .50 Mag - .50 Magazine - An 11 round magazine of .50 caliber (Browning) bullets for the Barrett M82A2. - .50 Mag - An 11 round magazine of .50 caliber (Browning) bullets for the Barrett M82A2. + .50 BMG Mag AP + .50 BMG Magazine, AP + An 10 round magazine of .50 caliber (Browning) bullets for the Barrett M82A2. + .50 BMG Mag AP + An 10 round magazine of .50 caliber (Browning) bullets for the Barrett M82A2. 1024 1 56 @@ -3596,18 +3707,18 @@ 10 1 1 - 1 - 100 + 1 + 100.0 117 - 9x39mm Mag - 9x39mm Magazine + 9x39mm Mag AP + 9x39mm Magazine, AP Heavier than regular 9mm ammo, this 20 round magazine is manufactured for a unique set of Russian firearms. - 9x39mm Mag + 9x39mm Mag AP Heavier than regular 9mm ammo, this 20 round magazine is manufactured for a unique set of Russian firearms, including the ever popular VAL Silent Sniper rifle. 1024 1 @@ -3696,18 +3807,17 @@ 3 1 1 - 8 - 100 + 100.0 121 - 5.45x39mm Mag - 5.45x39mm RPK-Mag + 5.45x39mm RPK-Mag AP + 5.45x39mm RPK-Mag, AP This 45-round mag holds 5.45 light armor piercing anti-personnel ammo. Its metal jacketing not only improves its ability to punch through walls, but it can tear through multiple bodies as well. - 5.45x39mm Mag + 5.45x39mm RPK-Mag AP This 45-round mag holds 5.45 light armor piercing anti-personnel ammo. Its metal jacketing not only improves its ability to punch through walls, but it can tear through multiple bodies as well. 1024 1 @@ -3721,18 +3831,17 @@ 7 1 1 - 4 - 100 + 100.0 122 - 5.45x39mm Mag HP + 5.45x39mm RPK-Mag HP 5.45x39mm RPK-Mag, HP This 45-round mag contains 5.45 jacketed hollow point ammunition. It features the combined effect of mushrooming on impact, and tumbling within its target to create enormous wound cavities. - 5.45x39mm Mag, HP + 5.45x39mm RPK-Mag, HP This 45-round mag contains 5.45 jacketed hollow point ammunition. It features the combined effect of mushrooming on impact, and tumbling within its target to create enormous wound cavities. 1024 1 @@ -3746,18 +3855,17 @@ 7 1 1 - 4 - 100 + 100.0 123 - 5.56mm Belt - 5.56x45mm Belt + 5.56x45mm Belt AP + 5.56x45mm Belt, AP These 200 rounds of NATO standard light armor piercing ammunition have the ability to tumble within its target to create a much larger wound than what is normally expected from a such small bullet. - 5.56x45mm Belt + 5.56x45mm Belt AP These 200 rounds of NATO standard light armor piercing ammunition have the ability to tumble within its target to create a much larger wound than what is normally expected from a such small bullet. 1024 1 @@ -3770,15 +3878,14 @@ 7 1 1 - 4 - 100 + 100.0 124 - 5.56mm Belt HP + 5.56x45mm Belt HP 5.56x45mm Belt, HP This 200-round belt of 5.56 Remington hollow point ammo is a variation of the civilian .223 hunting round. Like the .223, it is designed to maximize nerve shock and blood loss. 5.56x45mm Belt HP @@ -3795,18 +3902,17 @@ 1 1 1 - 4 - 100 + 100.0 125 - 7.62x51mm Belt - 7.62x51mm Belt + 7.62x51mm Belt AP + 7.62x51mm Belt, AP This belt contains 100 rounds of NATO standard 7.62mm AP ammo. This round has gained favorable attention from armed forces worldwide due to its ability to penetrate a steel helmet at extreme ranges. - 7.62x51mm Belt + 7.62x51mm Belt AP This belt contains 100 rounds of NATO standard 7.62mm AP ammo. This round has gained favorable attention from armed forces worldwide due to its ability to penetrate a steel helmet at extreme ranges. 1024 1 @@ -3819,8 +3925,7 @@ 6 1 1 - 5 - 100 + 100.0 @@ -3844,18 +3949,17 @@ 1 1 1 - 5 - 100 + 100.0 127 - 7.62x54R Mag 10 - 7.62x54R Mag, 10 + 7.62x54R Mag 10 AP + 7.62x54R Mag, 10 AP 10 rounds of long range penetrating power for the 7.62x54R chambered weapon in your collection. - 7.62x54R Mag 10 + 7.62x54R Mag 10 AP 10 rounds of long range penetrating power for the 7.62x54R chambered weapon in your collection. 1024 1 @@ -3869,8 +3973,8 @@ 6 1 1 - 4 - 100 + 1 + 100.0 @@ -3891,10 +3995,10 @@ 129 - 7.62x25mm SMG Mag - 7.62x25mm SMG Mag + 7.62x25mm SMG Mag AP + 7.62x25mm SMG Mag, AP Penetrating power isn't as important when you can shoot your target multiple times. 30-rounds of 7.62x25mm will make sure they stay down. - 7.62x25mm SMG Mag + 7.62x25mm SMG Mag AP Penetrating power isn't as important when you can shoot your target multiple times. 30-rounds of 7.62x25mm will make sure they stay down. 1024 1 @@ -3908,8 +4012,8 @@ 3 1 1 - 8 - 100 + 1 + 100.0 @@ -3934,8 +4038,7 @@ 1 1 1 - 8 - 100 + 100.0 @@ -3965,8 +4068,7 @@ 1 4 1 - 1 - 100 + 100.0 @@ -3997,8 +4099,7 @@ 1 4 1 - 1 - 100 + 100.0 @@ -4029,8 +4130,7 @@ 1 3 1 - 1 - 100 + 100.0 @@ -4061,19 +4161,19 @@ 1 4 1 - 1 - 100 + 1 + 100.0 135 - Frag Grenade - Frag Grenade - This standard army issued fragmentation grenade is packed with TNT and has a pull-ring, pressure-released firing trigger. - Frag Grenade - Your typical army issue standard fragmentation hand grenade. Jam packed with TNT, this pressure-released firing device with pull-ring, provides great lethal coverage. Stop 'em dead in their tracks, every time. + Mk2 Grenade + Mk2 Defensive Grenade + An old, but still extremely effective US hand grenade. The MK2 is a defensive grenade packed with TNT, and delivers a wide fragmentation radius. Uses a pull-ring, pressure-released firing trigger. + Mk2 Defensive Grenade + This "pineapple" may be older than you are, but it's no less effective on the modern battlefield. Jam packed with TNT, this pressure-released firing device with pull-ring provides great lethal coverage. Stop 'em dead in their tracks, every time. 256 1 4 @@ -4093,8 +4193,8 @@ 1 4 1 - 1 - 100 + 1 + 100.0 @@ -4121,7 +4221,7 @@ 1 2 1 - 100 + 100.0 @@ -4147,7 +4247,7 @@ 1 4 1 - 100 + 100.0 @@ -4174,7 +4274,7 @@ 1 3 1 - 100 + 100.0 @@ -4189,6 +4289,7 @@ 512 1 8 + 16384 1 45 11 @@ -4201,7 +4302,7 @@ 1 3 1 - 100 + 100.0 @@ -4233,7 +4334,8 @@ 1 2 1 - 100 + 1 + 100.0 @@ -4242,9 +4344,9 @@ 141 Mine Land Mine - This anti-personnel mine is a fragmentation weapon that becomes activated when stepped on. It includes an anti-disturbance device to inhibit clearance, and a sensor that neutralizes the mine after a specified time. + This anti-personnel mine is a blast mine that becomes activated when stepped on. It includes an anti-disturbance device to inhibit clearance, and a sensor that neutralizes the mine after a specified time. Land Mine - Designed to stop enemies dead in their tracks, or at least slow them up a while. This anti-personnel mine is a fragmentation weapon that blows up when stepped on. It includes a built-in anti-disturbance device to inhibit clearance, and a sensor that neutralizes the minefield after a while. + Designed to stop enemies dead in their tracks, or at least slow them up a while. This anti-personnel mine is a blast mine that blows up when stepped on. It includes a built-in anti-disturbance device to inhibit clearance, and a sensor that neutralizes the minefield after a while. 512 1 10 @@ -4264,8 +4366,8 @@ 4 1 1 - 1 - 100 + 1 + 100.0 @@ -4280,6 +4382,7 @@ 512 1 11 + 16384 1 44 11 @@ -4292,7 +4395,7 @@ 1 2 1 - 100 + 100.0 @@ -4319,7 +4422,7 @@ 1 1 1 - 100 + 100.0 @@ -4345,7 +4448,7 @@ 1 1 1 - 100 + 100.0 @@ -4375,8 +4478,7 @@ 4 1 1 - 1 - 100 + 100.0 @@ -4405,8 +4507,7 @@ 5 1 1 - 1 - 100 + 100.0 @@ -4439,7 +4540,8 @@ 3 1 1 - 100 + 1 + 100.0 @@ -4472,7 +4574,7 @@ 3 1 1 - 100 + 100.0 @@ -4505,7 +4607,7 @@ 3 1 1 - 100 + 100.0 @@ -4538,7 +4640,7 @@ 3 1 1 - 100 + 100.0 @@ -4569,8 +4671,7 @@ 1 4 1 - 1 - 100 + 100.0 @@ -4595,7 +4696,8 @@ 1 1 1 - 100 + 1 + 100.0 @@ -4619,7 +4721,7 @@ -4 1 1 - 100 + 100.0 @@ -4643,7 +4745,7 @@ 50 1 1 - 100 + 100.0 @@ -4667,7 +4769,7 @@ -4 1 1 - 100 + 100.0 @@ -4691,7 +4793,7 @@ -4 1 1 - 100 + 100.0 @@ -4717,7 +4819,7 @@ 1 1 1 - 100 + 100.0 @@ -4734,7 +4836,7 @@ 27 34 1 - 100 + 100.0 @@ -5554,7 +5656,7 @@ 1 1 1 - 100 + 100.0 @@ -5578,7 +5680,7 @@ 1 1 1 - 100 + 100.0 @@ -5602,7 +5704,7 @@ 1 1 1 - 100 + 100.0 @@ -5789,7 +5891,7 @@ 1 1 1 - 100 + 100.0 @@ -6041,8 +6143,7 @@ 5 1 1 - 1 - 100 + 100.0 @@ -6069,7 +6170,7 @@ 5 1 1 - 100 + 100.0 @@ -6098,7 +6199,8 @@ 5 1 1 - 100 + 100.0 + 15 @@ -6131,8 +6233,7 @@ 1 1 1 - 1 - 100 + 100.0 @@ -6160,8 +6261,7 @@ 3 100 1 - 1 - 100 + 100.0 @@ -6176,20 +6276,21 @@ 268435456 1 18 - 100 + 100.0 207 - Silencer - Small Caliber Silencer + Pistol Supp. + Pistol Suppressor The light, compact design of this silencer can be fitted easily to most handguns and sub-machine guns. - Small Caliber Silencer + Pistol Suppressor This is the ideal silencer for both indoor and outdoor missions that have to be kept quiet. Its light and compact design can be fitted easily to most handguns and sub-machine guns. 268435456 2 + 2 1 52 5 @@ -6207,8 +6308,13 @@ 1 85 1 - 100 - + 100.0 + -0.2 + + -3 + 20 + 10 + @@ -6235,6 +6341,7 @@ 1 1 1 + 1 2 1 20 @@ -6247,8 +6354,10 @@ 90 90 10.0 - 100 - + 100.0 + + 3 + @@ -6277,15 +6386,15 @@ 4 1 10 - 100 + 100.0 20 -75 - 70 - 30 + 100 + 35 @@ -6313,7 +6422,7 @@ 2 1 5 - 100 + 100.0 @@ -6346,7 +6455,7 @@ 10 -20 -40 - 100 + 100.0 @@ -6377,7 +6486,7 @@ 10 -20 20 - 100 + 100.0 @@ -6406,8 +6515,7 @@ 4 1 1 - 1 - 100 + 100.0 @@ -6433,8 +6541,9 @@ 5 1 1 - 1 - 100 + 100.0 + 1 + 20 @@ -6465,8 +6574,7 @@ 4 1 1 - 1 - 100 + 100.0 @@ -6490,7 +6598,7 @@ 1 1 2 - 100 + 100.0 @@ -6514,7 +6622,7 @@ 1 1 1 - 100 + 100.0 @@ -6538,7 +6646,7 @@ 1 1 1 - 100 + 100.0 @@ -6559,7 +6667,7 @@ 10 1 1 - 100 + 100.0 @@ -6584,7 +6692,7 @@ 1 1 1 - 100 + 100.0 @@ -6610,7 +6718,7 @@ 1 1 1 - 100 + 100.0 @@ -6636,8 +6744,7 @@ 1 1 1 - 1 - 100 + 100.0 @@ -6666,7 +6773,7 @@ 1 4 1 - 100 + 100.0 @@ -6696,7 +6803,7 @@ 1 3 1 - 100 + 100.0 @@ -6716,7 +6823,7 @@ 8 21 1 - 100 + 100.0 @@ -6737,7 +6844,7 @@ 10 1 1 - 100 + 100.0 @@ -6758,7 +6865,7 @@ 11 1 1 - 100 + 100.0 @@ -6778,7 +6885,7 @@ 1 13 1 - 100 + 100.0 @@ -6798,7 +6905,7 @@ 26 3000 1 - 100 + 100.0 @@ -6820,7 +6927,7 @@ 50 1 1 - 100 + 100.0 @@ -6842,7 +6949,7 @@ 100 1 1 - 100 + 100.0 @@ -6856,6 +6963,7 @@ Not for sale through BR. 268435456 1 + 65536 3 9 60 @@ -6863,7 +6971,7 @@ 400 1 1 - 100 + 100.0 @@ -6883,7 +6991,7 @@ 34 1 1 - 100 + 100.0 @@ -6902,7 +7010,7 @@ 8 34 1 - 100 + 100.0 @@ -6928,9 +7036,8 @@ 1 1 1 - 4 - 1 - 100 + 5 + 100.0 @@ -6951,7 +7058,7 @@ 1 1 1 - 100 + 100.0 @@ -6972,7 +7079,7 @@ 1 1 1 - 100 + 100.0 @@ -6993,7 +7100,7 @@ 1 1 1 - 100 + 100.0 @@ -7018,7 +7125,7 @@ 1 1 1 - 100 + 100.0 @@ -7035,7 +7142,7 @@ 1 34 1 - 100 + 100.0 @@ -7068,7 +7175,7 @@ 20 90 1.2 - 100 + 100.0 @@ -7099,8 +7206,7 @@ 3 1 1 - 1 - 100 + 100.0 @@ -7131,8 +7237,8 @@ 1 1 1 - 1 - 100 + 100.0 + 10 @@ -7145,6 +7251,7 @@ Duckbill Attach this metal object to the end of a shotgun barrel for a real deadly effect. It causes buckshot fired from the shotgun to spread out along a horizontal line instead of its standard circular pattern. Say good-bye to anyone who gets into its path. 268435456 + 2 2 1 90 @@ -7162,8 +7269,8 @@ 1 20 1 - DuckbillSpread - 100 + Duckbill + 100.0 @@ -7186,8 +7293,11 @@ 30 1 1 - 1 - 100 + 192 + 2 + 100.0 + 2 + 10 @@ -7221,7 +7331,7 @@ -20 10 -40 - 100 + 100.0 @@ -7246,7 +7356,7 @@ 1 1 1 - 100 + 100.0 @@ -7264,7 +7374,7 @@ 40 23 1 - 100 + 100.0 @@ -7283,7 +7393,7 @@ 40 23 1 - 100 + 100.0 @@ -7302,7 +7412,7 @@ 40 23 1 - 100 + 100.0 @@ -7321,7 +7431,7 @@ 40 23 1 - 100 + 100.0 @@ -7340,7 +7450,7 @@ 40 23 1 - 100 + 100.0 @@ -7359,7 +7469,7 @@ 40 23 1 - 100 + 100.0 @@ -7378,7 +7488,7 @@ 40 23 1 - 100 + 100.0 @@ -7400,8 +7510,11 @@ 20 1 1 - 1 - 100 + 61.6 + 4 + 100.0 + 4 + 20 @@ -7423,8 +7536,11 @@ 10 1 1 - 1 - 100 + 16.56 + 3 + 100.0 + 3 + 100 @@ -7445,7 +7561,7 @@ 20 3 1 - 100 + 100.0 @@ -7469,7 +7585,7 @@ 1 1 1 - 100 + 100.0 @@ -7494,7 +7610,7 @@ 1 1 1 - 100 + 100.0 @@ -7515,7 +7631,7 @@ 500 1 1 - 100 + 100.0 @@ -7536,7 +7652,7 @@ 250 1 1 - 100 + 100.0 @@ -7557,7 +7673,7 @@ 1000 1 1 - 100 + 100.0 @@ -7583,7 +7699,7 @@ 1 1 1 - 100 + 100.0 @@ -7607,7 +7723,7 @@ 1 1 1 - 100 + 100.0 @@ -7630,7 +7746,7 @@ 1 1 1 - 100 + 100.0 @@ -7657,7 +7773,7 @@ 1 1 1 - 100 + 100.0 @@ -7681,7 +7797,7 @@ 1 1 1 - 100 + 100.0 @@ -7696,7 +7812,7 @@ 536870912 1 34 - 100 + 100.0 @@ -7718,7 +7834,10 @@ 30 1 1 - 100 + 7 + 100.0 + 1 + 5 @@ -7735,7 +7854,7 @@ 29 34 1 - 100 + 100.0 @@ -7756,7 +7875,7 @@ 10 1 1 - 100 + 100.0 @@ -7777,7 +7896,7 @@ 10 1 1 - 100 + 100.0 @@ -7798,7 +7917,7 @@ 10 1 1 - 100 + 100.0 @@ -8386,6 +8505,7 @@ + 303 @@ -8404,7 +8524,7 @@ 2 1 1 - 100 + 100.0 @@ -8427,7 +8547,7 @@ 1 1 1 - 100 + 100.0 @@ -8453,7 +8573,7 @@ 1 1 1 - 100 + 100.0 @@ -8479,7 +8599,7 @@ 1 1 1 - 100 + 100.0 @@ -8510,7 +8630,7 @@ 1 80 50 - 100 + 100.0 @@ -8536,7 +8656,7 @@ 1 1 1 - 100 + 100.0 @@ -8559,7 +8679,7 @@ 3 1 1 - 100 + 100.0 @@ -8568,7 +8688,7 @@ 310 Extender Gun Barrel Extender - attach this nifty chunk of hardware to any gun barrel and watch your range soar. + Attach this nifty chunk of hardware to any gun barrel and watch your range soar. Gun Barrel Extender Not for sale through BR. 268435456 @@ -8592,9 +8712,12 @@ 1 100 -10 - 100 + 100.0 + -0.15 - 20 + -3 + 20 + 10 @@ -8618,7 +8741,7 @@ 1 1 1 - 100 + 100.0 @@ -8643,7 +8766,7 @@ 1 1 1 - 100 + 100.0 @@ -8667,7 +8790,7 @@ 1 1 1 - 100 + 100.0 @@ -8691,7 +8814,7 @@ 1 1 1 - 100 + 100.0 @@ -8716,7 +8839,7 @@ 1 1 1 - 100 + 100.0 @@ -8740,7 +8863,7 @@ 1 1 1 - 100 + 100.0 @@ -8766,7 +8889,7 @@ 1 1 1 - 100 + 100.0 @@ -8790,7 +8913,7 @@ 1 1 1 - 100 + 100.0 @@ -8814,7 +8937,7 @@ 1 1 1 - 100 + 100.0 @@ -8837,7 +8960,7 @@ 1 1 1 - 100 + 100.0 @@ -8863,7 +8986,7 @@ 1 1 1 - 100 + 100.0 @@ -8887,7 +9010,7 @@ 1 1 1 - 100 + 100.0 @@ -8909,7 +9032,7 @@ 1 1 1 - 100 + 100.0 @@ -8937,7 +9060,7 @@ 1 1 1 - 100 + 100.0 @@ -8958,7 +9081,7 @@ 10 100 1 - 100 + 100.0 @@ -8979,7 +9102,7 @@ 10 300 1 - 100 + 100.0 @@ -9002,17 +9125,17 @@ 1 1 1 - 100 + 100.0 328 - 5.56mm Mag 10 - 5.56x45mm Mag, 10 + 5.56x45mm Mag 10 AP + 5.56x45mm Mag, 10 AP Call it 5.56 or .223, it still puts neat holes and ugly wound channels in the opposition. - 5.56x45mm Mag 10 + 5.56x45mm Mag 10 AP Call it 5.56 or .223, it still puts neat holes and ugly wound channels in the opposition. 1024 1 @@ -9027,15 +9150,14 @@ 1 1 1 - 6 - 100 + 100.0 329 - 5.56mm Mag 10 HP + 5.56x45mm Mag 10 HP 5.56x45mm Mag, 10 HP Banned for military use by conventions and agreements. (We won't tell them if you won't.) 5.56x45mm Mag 10 HP @@ -9053,8 +9175,7 @@ 1 1 1 - 6 - 100 + 100.0 @@ -9089,7 +9210,9 @@ 1250 -1 30 - 100 + 100.0 + 10 + 20.0 -20 -20 @@ -9125,7 +9248,9 @@ 1 650 1030 - 100 + 100.0 + 17 + 39.0 @@ -9158,18 +9283,20 @@ 1 900 1006 - 100 + 100.0 + 10 + 23.0 333 - AS Val - AS Val - The Val assault rifle's integral supressor enables the user to hose down a room full of enemies in utter and deadly silence. - AS Val - The tactical applications of a silenced assault weapon are limited only by the imagination (and moral inclinations) of the user. + VSS + VSS Vintorez + This silent sniper rifle from Russia fires heavy 9mm bullets at subsonic speeds and apparently can pierce all types of body armor at over 400 meters. + VSS Vintorez + This silent sniper rifle from Russia fires heavy 9mm bullets at subsonic speeds and apparently can pierce all types of body armor at over 400 meters. 2 1 333 @@ -9193,7 +9320,9 @@ 85 1 999 - 100 + 100.0 + 10 + 43.0 @@ -9226,7 +9355,9 @@ 1 24 1007 - 100 + 100.0 + 10 + 26.0 @@ -9242,8 +9373,9 @@ 1 335 3 - 55 - 129 + 1 + 726 + 148 9 14671 10 diff --git a/gamedir/Data/TableData/Lookup/ItemFlag.xml b/gamedir/Data/TableData/Lookup/ItemFlag.xml index f17d08e52..61057e5b6 100644 --- a/gamedir/Data/TableData/Lookup/ItemFlag.xml +++ b/gamedir/Data/TableData/Lookup/ItemFlag.xml @@ -84,6 +84,10 @@ 262144 Jumping Grenade + + 419430 + Scuba Mask + 524288 Handcuffs @@ -96,10 +100,6 @@ 2097152 Scuba Bottle - - 419430 - Scuba Mask - 8388608 Scuba Fins diff --git a/gamedir/Data/TableData/Lookup/Silhouette.xml b/gamedir/Data/TableData/Lookup/Silhouette.xml index c73da7a77..d08c2e547 100644 --- a/gamedir/Data/TableData/Lookup/Silhouette.xml +++ b/gamedir/Data/TableData/Lookup/Silhouette.xml @@ -195,5 +195,29 @@ 48 Grenade x2 + + + 49 + Small Revolver + + + 50 + .50 Mag + + + 51 + Bladder + + + 52 + Drum + + + 53 + Throw Knife + + + 54 + Short Riflex1 \ No newline at end of file diff --git a/gamedir/Data/TableData/Map/SamSites.xml b/gamedir/Data/TableData/Map/SamSites.xml index 666081a0b..22dece365 100644 --- a/gamedir/Data/TableData/Map/SamSites.xml +++ b/gamedir/Data/TableData/Map/SamSites.xml @@ -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. 14 1 - 3 + 4 11913 11912 + - - 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 2 2 2 2 2 2 0 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 - 0 1 1 1 1 1 1 1 3 2 2 2 2 2 2 2 2 0 - 0 1 1 1 1 1 1 1 3 3 2 2 2 2 2 2 2 0 - 0 1 1 1 1 1 1 3 3 3 3 2 2 2 2 2 2 0 - 0 1 1 1 1 1 3 3 3 3 3 3 2 2 2 2 2 0 - 0 1 1 1 1 3 3 3 3 3 3 3 3 2 2 2 2 0 - 0 1 1 1 3 3 3 3 3 3 3 3 3 3 2 2 2 0 - 0 1 1 3 3 3 3 3 3 3 3 3 3 3 2 2 2 0 - 0 1 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 0 - 0 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 0 - 0 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 0 - 0 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 0 - 0 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 - 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 0 - 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 0 + 0 1 1 1 1 1 1 1 4 2 2 2 2 2 2 2 2 0 + 0 1 1 1 1 1 1 1 4 4 2 2 2 2 2 2 2 0 + 0 1 1 1 1 1 1 4 4 4 4 2 2 2 2 2 2 0 + 0 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 2 0 + 0 1 1 1 1 4 4 4 4 4 4 4 4 2 2 2 2 0 + 0 1 1 1 4 4 4 4 4 4 4 4 4 4 2 2 2 0 + 0 1 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 + 0 1 8 8 8 4 4 4 4 4 4 4 4 4 2 2 2 0 + 0 8 8 8 8 8 4 4 4 4 4 4 4 4 2 2 2 0 + 0 8 8 8 8 8 8 4 4 4 4 4 4 4 2 2 2 0 + 0 8 8 8 8 8 8 8 4 4 4 4 4 4 2 2 2 0 + 0 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 2 0 + 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 0 + 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 diff --git a/gamedir/Data/TableData/Map/SectorLoadscreens.xml b/gamedir/Data/TableData/Map/SectorLoadscreens.xml index 74cc3c182..4c7452dcf 100644 --- a/gamedir/Data/TableData/Map/SectorLoadscreens.xml +++ b/gamedir/Data/TableData/Map/SectorLoadscreens.xml @@ -199,12 +199,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 18 B2 - 0 + 1 STI Loadscreens\LS_DayChitzena Loadscreens\LS_NightChitzena - - + Loadscreens\LS_MineDay + Loadscreens\LS_MineNight 19 @@ -541,12 +541,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 52 D4 - 0 + 1 STI Loadscreens\LS_DayMine Loadscreens\LS_NightMine - - + Loadscreens\LS_MineDay + Loadscreens\LS_MineNight 53 @@ -1175,12 +1175,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 115 H3 - 0 + 1 STI Loadscreens\LS_DayMine Loadscreens\LS_NightMine - - + Loadscreens\LS_MineDay + Loadscreens\LS_MineNight 116 @@ -1225,12 +1225,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 120 H8 - 0 + 1 STI Loadscreens\LS_DayMine Loadscreens\LS_NightMine - - + Loadscreens\LS_MineDay + Loadscreens\LS_MineNight 121 @@ -1275,22 +1275,22 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 125 H13 - 0 + 1 STI Loadscreens\LS_DayMilitary Loadscreens\LS_NightMilitary - - + Loadscreens\LS_MissleDay + Loadscreens\LS_MissleNight 126 H14 - 0 + 1 STI Loadscreens\LS_DayMilitary Loadscreens\LS_NightMilitary - - + Loadscreens\LS_MissleDay + Loadscreens\LS_MissleNight 127 @@ -1436,12 +1436,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 141 I13 - 0 + 1 STI Loadscreens\LS_DayMilitary Loadscreens\LS_NightMilitary - - + Loadscreens\LS_MissleDay + Loadscreens\LS_MissleNight 142 @@ -2181,12 +2181,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 215 N7 - 0 + 1 STI Loadscreens\LS_DayMilitary Loadscreens\LS_NightMilitary - - + Loadscreens\LS_MissleDay + Loadscreens\LS_MissleNight 216 diff --git a/gamedir/Data/TableData/Map/SectorNames.xml b/gamedir/Data/TableData/Map/SectorNames.xml index 1b41866b0..d44838035 100644 --- a/gamedir/Data/TableData/Map/SectorNames.xml +++ b/gamedir/Data/TableData/Map/SectorNames.xml @@ -1,4 +1,60 @@  + A1 @@ -6,6 +62,14 @@ Tropical Tropical Tropical + 2 + 300 + 2 + 80 + 0 + 0 + 0 + 0 A2 @@ -13,6 +77,11 @@ Chitzena Chitzena Chitzena + 1 + 250 + 70 + 70 + 0 A3 @@ -20,6 +89,10 @@ Plains Plains Plains + 0 + 200 + 60 + 0 A4 @@ -27,6 +100,10 @@ Unknown Unknown Unknown + 0 + 200 + 60 + 0 A5 @@ -34,6 +111,10 @@ Unknown Unknown Unknown + 0 + 200 + 60 + 0 A6 @@ -41,6 +122,11 @@ Hills Hills Hills + 0 + 225 + 50 + 0 + 80 A7 @@ -48,6 +134,11 @@ Hills Hills Hills + 0 + 225 + 50 + 0 + 80 A8 @@ -55,6 +146,11 @@ Hills Hills Hills + 0 + 225 + 50 + 0 + 0 A9 @@ -62,6 +158,12 @@ Omerta Omerta Omerta + 0 + 150 + 2 + 4 + 50 + 0 A10 @@ -69,6 +171,12 @@ Omerta Omerta Omerta + 0 + 150 + 2 + 30 + 50 + 0 A11 @@ -76,6 +184,11 @@ Farmland Farmland Farmland + 0 + 160 + 4 + 50 + 0 A12 @@ -83,6 +196,11 @@ Forest Forest Forest + 0 + 210 + 50 + 0 + 0 A13 @@ -90,6 +208,10 @@ Woods Woods Woods + 0 + 200 + 50 + 0 A14 @@ -97,6 +219,10 @@ Plains Plains Plains + 0 + 225 + 40 + 0 A15 @@ -104,6 +230,10 @@ Forest Forest Forest + 0 + 210 + 50 + 0 A16 @@ -111,6 +241,10 @@ Unknown Unknown Unknown + 0 + 200 + 50 + 0 B1 @@ -118,6 +252,10 @@ Tropical Tropical Tropical + 2 + 300 + 80 + 0 B2 @@ -125,6 +263,13 @@ Chitzena Mine Chitzena Mine Chitzena Mine + 1 + 250 + 3 + 150 + 70 + 0 + 50 B3 @@ -132,6 +277,10 @@ Woods Woods Woods + 0 + 200 + 60 + 0 B4 @@ -139,6 +288,10 @@ Woods Woods Woods + 0 + 200 + 50 + 0 B5 @@ -146,6 +299,11 @@ Farmland Farmland Farmland + 0 + 160 + 10 + 50 + 0 B6 @@ -153,6 +311,11 @@ Farmland Farmland Farmland + 0 + 160 + 10 + 50 + 0 B7 @@ -160,6 +323,10 @@ Plains Plains Plains + 0 + 200 + 40 + 0 B8 @@ -167,6 +334,11 @@ Farmland Farmland Farmland + 0 + 200 + 10 + 40 + 0 B9 @@ -174,6 +346,10 @@ Plains, road Plains, road Plains, road + 0 + 180 + 40 + 0 B10 @@ -181,6 +357,10 @@ Woods Woods Woods + 0 + 200 + 45 + 0 B11 @@ -188,6 +368,10 @@ Woods Woods Woods + 0 + 200 + 45 + 0 B12 @@ -195,6 +379,11 @@ Farm, road Farm, road Farm, road + 0 + 210 + 10 + 50 + 0 B13 @@ -202,6 +391,12 @@ Drassen Airport Drassen Airport Drassen Airport + 1 + 100 + 2 + 50 + 50 + 0 B14 @@ -209,6 +404,11 @@ Water Water Water + 1 + 120 + 6 + 60 + 0 B15 @@ -216,6 +416,12 @@ Swamp Swamp Swamp + 1 + 500 + 70 + 0 + 50 + 7 B16 @@ -223,6 +429,10 @@ Forest Forest Forest + 0 + 200 + 50 + 0 C1 @@ -230,6 +440,10 @@ Tropical Tropical Tropical + 2 + 300 + 80 + 0 C2 @@ -237,6 +451,10 @@ Tropical, road Tropical, road Tropical, road + 0 + 300 + 80 + 0 C3 @@ -244,6 +462,10 @@ Tropical, road Tropical, road Tropical, road + 0 + 300 + 70 + 0 C4 @@ -251,6 +473,10 @@ Woods Woods Woods + 0 + 200 + 60 + 0 C5 @@ -258,6 +484,11 @@ San Mona San Mona San Mona + 1 + 100 + 200 + 50 + 0 C6 @@ -265,6 +496,11 @@ San Mona San Mona San Mona + 1 + 100 + 150 + 40 + 0 C7 @@ -272,6 +508,10 @@ Plains, road Plains, road Plains, road + 0 + 180 + 35 + 0 C8 @@ -279,6 +519,10 @@ Woods Woods Woods + 0 + 200 + 40 + 0 C9 @@ -286,6 +530,10 @@ Plains, road Plains, road Plains, road + 0 + 160 + 40 + 0 C10 @@ -293,1503 +541,2516 @@ Woods Woods Woods - + 0 + 200 + 40 + 0 + C11 Forest Forest Forest Forest - + 0 + 200 + 50 + 0 + C12 Woods Woods Woods Woods - + 0 + 200 + 50 + 0 + C13 Drassen Drassen Drassen Drassen - + 1 + 100 + 200 + 50 + 0 + C14 Water Water Water Water - + 1 + 140 + 60 + 0 + C15 Swamp Swamp Swamp Swamp - + 1 + 500 + 70 + 0 + 50 + 7 + C16 Swamp Swamp Swamp Swamp - + 3 + 100 + 70 + 0 + 50 + 7 + D1 Impassable Impassable Impassable Impassable - + 2 + 100 + 80 + 0 + D2 Tropical Tropical SAM Site Tropical, SAM Site - + 2 + 300 + 2 + 2 + 70 + 0 + D3 Plains, road Plains, road Plains, road Plains, road - + 0 + 160 + 60 + 0 + D4 San Mona Mine San Mona Mine San Mona Mine San Mona Mine - + 0 + 120 + 50 + 0 + D5 San Mona San Mona San Mona San Mona - + 1 + 100 + 8 + 9 + 10 + 200 + 50 + 0 + D6 Farmland Farmland Farmland Farmland - + 0 + 180 + 10 + 50 + 0 + D7 Forest, road Forest, road Forest, road Forest, road - + 0 + 170 + 50 + 0 + D8 Forest Forest Forest Forest - + 1 + 200 + 50 + 0 + D9 Plains, road Plains, road Plains, road Plains, road - + 1 + 150 + 40 + 0 + D10 Plains Plains Plains Plains - + 1 + 150 + 40 + 0 + D11 Woods Woods Woods Woods - + 0 + 200 + 40 + 0 + D12 Swamp Swamp Swamp Swamp - + 1 + 500 + 60 + 0 + 50 + 7 + D13 Drassen Mine Drassen Mine Drassen Mine Drassen Mine - + 1 + 100 + 200 + 50 + 0 + 100 + D14 Water Water Water Water - + 1 + 130 + 60 + 0 + D15 Woods Woods SAM Site Woods, SAM Site - + 1 + 160 + 2 + 2 + 50 + 0 + D16 Forest Forest Forest Forest - + 0 + 200 + 50 + 0 + E1 Impassable Impassable Impassable Impassable - + 2 + 100 + 80 + 0 + E2 Tropical Tropical Tropical Tropical - + 2 + 300 + 70 + 0 + E3 Plains, road Plains, road Plains, road Plains, road - + 0 + 160 + 50 + 0 + E4 Hills Hills Hills Hills - + 0 + 130 + 50 + 0 + E5 Hills Hills Hills Hills - + 0 + 130 + 50 + 0 + 20 + E6 Plains Plains Plains Plains - + 0 + 160 + 50 + 0 + E7 Farm, road Farm, road Farm, road Farm, road - + 0 + 180 + 40 + 0 + E8 Farmland Farmland Farmland Farmland - + 0 + 160 + 10 + 40 + 0 + E9 Farm, road Farm, road Farm, road Farm, road - + 1 + 150 + 10 + 50 + 0 + E10 Swamp Swamp Swamp Swamp - + 1 + 500 + 70 + 0 + 50 + 7 + E11 Woods Woods Woods Woods - + 1 + 200 + 50 + 0 + E12 Woods Woods Woods Woods - + 1 + 200 + 50 + 0 + E13 Water Water Water Water - + 1 + 140 + 50 + 0 + E14 Swamp Swamp Swamp Swamp - + 1 + 500 + 70 + 0 + 50 + 7 + E15 Forest, road Forest, road Forest, road Forest, road - + 0 + 175 + 60 + 0 + E16 Unknown Unknown Unknown Unknown - + 0 + 100 + 50 + 0 + F1 Impassable Impassable Impassable Impassable - + 2 + 100 + 80 + 0 + F2 Coastline Coastline Coastline Coastline - + 1 + 180 + 75 + 0 + F3 Plains, road Plains, road Plains, road Plains, road - + 1 + 150 + 50 + 0 + F4 Hills Hills Hills Hills - + 1 + 130 + 50 + 0 + 20 + F5 Hills Hills Hills Hills - + 0 + 130 + 30 + 0 + 80 + F6 Hills Hills Hills Hills - + 0 + 130 + 30 + 0 + 80 + F7 Mountain, road Mountain, road Mountain, road Mountain, road - + 0 + 140 + 30 + 0 + F8 Cambria, Hospital Cambria, Hospital Cambria, Hospital Cambria, Hospital - + 1 + 100 + 200 + 45 + 0 + F9 Cambria Cambria Cambria Cambria - + 1 + 100 + 1 + 100 + 40 + 0 + F10 Farmland Farmland Farmland Farmland - + 1 + 200 + 50 + 55 + 0 + F11 Plains Plains Plains Plains - + 0 + 160 + 45 + 0 + F12 Woods Woods Woods Woods - + 0 + 200 + 50 + 0 + F13 Woods Woods Woods Woods - + 1 + 200 + 50 + 0 + F14 Plains, road Plains, road Plains, road Plains, road - + 1 + 150 + 40 + 0 + F15 Forest, road Forest, road Forest, road Forest, road - + 1 + 170 + 45 + 0 + F16 Unknown Unknown Unknown Unknown - + 0 + 100 + 50 + 0 + G1 Grumm Grumm Grumm Grumm - + 1 + 100 + 200 + 50 + 0 + G2 Grumm Grumm Grumm Grumm - + 3 + 100 + 2 + 150 + 50 + 0 + G3 Coastal, road Coastal, road Coastal, road Coastal, road - + 0 + 120 + 60 + 0 + G4 Mountain, road Mountain, road Mountain, road Mountain, road - + 0 + 140 + 50 + 0 + G5 Mountain, road Mountain, road Mountain, road Mountain, road - + 0 + 140 + 30 + 0 + 80 + G6 Mountain, road Mountain, road Mountain, road Mountain, road - + 0 + 140 + 30 + 0 + 60 + G7 Farm, road Farm, road Farm, road Farm, road - + 1 + 175 + 10 + 35 + 0 + G8 Cambria Cambria Cambria Cambria - + 1 + 100 + 200 + 40 + 0 + G9 Cambria Cambria Cambria Cambria - + 1 + 100 + 41 + 42 + 44 + 45 + 200 + 40 + 0 + G10 Desert, road Desert, road Desert, road Desert, road - + 0 + 900 + 20 + 40 + G11 Desert, road Desert, road Desert, road Desert, road - + 0 + 900 + 20 + 40 + G12 Plains, road Plains, road Plains, road Plains, road - + 0 + 160 + 30 + 10 + G13 Plains Plains Plains Plains - + 0 + 170 + 30 + 0 + G14 Plains, road Plains, road Plains, road Plains, road - + 0 + 160 + 30 + 0 + G15 Forest Forest Forest Forest - + 1 + 200 + 40 + 0 + G16 Swamp Swamp Swamp Swamp - + 1 + 500 + 60 + 0 + 50 + 7 + H1 Grumm Grumm Grumm Grumm - + 1 + 100 + 200 + 60 + 0 + H2 Grumm Grumm Grumm Grumm - + 3 + 100 + 1 + 200 + 55 + 0 + H3 Grumm Mine Grumm Mine Grumm Mine Grumm Mine - + 3 + 150 + 1 + 200 + 50 + 0 + 200 + H4 Forest Forest Forest Forest - + 0 + 200 + 10 + 50 + 0 + H5 Hills Hills Hills Hills - + 0 + 130 + 50 + 0 + 80 + H6 Mountain, road Mountain, road Mountain, road Mountain, road - + 0 + 140 + 40 + 0 + 20 + H7 Plains Plains Plains Plains - 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Huaong Dr. Q - 33 + 33 + 33 8 12 8 @@ -2934,6 +3431,16 @@ 0 255 0 + 2 + 13 + 2 + 0 + 0 + 1 + -1 + 0 + 0 + 0 1500 7500 13000 @@ -2953,13 +3460,15 @@ 0 0 0 + 33 34 1 Edgar "Nails" Smorth Nails - 34 + 34 + 34 7 11 8 @@ -3018,6 +3527,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 1 + 2 + -1 + 0 + 1 + 1 1800 10000 16000 @@ -3037,13 +3556,15 @@ 0 0 0 + 34 35 1 Thor Kaufman Thor - 35 + 35 + 35 7 6 8 @@ -3102,6 +3623,16 @@ 0 255 0 + 0 + 19 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 3 1750 10000 15000 @@ -3121,13 +3652,15 @@ 0 0 0 + 35 36 1 Sheila "Scope" Sterling Scope - 36 + 36 + 36 8 11 8 @@ -3186,6 +3719,16 @@ 0 255 0 + 0 + 3 + 3 + 1 + 0 + 1 + 7 + 2 + 0 + 0 2900 19000 35000 @@ -3205,13 +3748,15 @@ 0 0 0 + 36 37 1 Peter "Wolf" Sanderson Wolf - 37 + 37 + 37 8 10 7 @@ -3258,8 +3803,8 @@ 255 255 0 - 255 - 0 + 183 + 40 255 0 255 @@ -3270,6 +3815,16 @@ 0 49 52 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 1400 8000 14000 @@ -3289,13 +3844,15 @@ 0 0 0 + 37 38 1 Dr. Michael Dawson MD - 38 + 38 + 38 8 9 7 @@ -3354,6 +3911,16 @@ 0 255 0 + 0 + 4 + 0 + 0 + 2 + 1 + -1 + 0 + 0 + 0 500 3000 5000 @@ -3373,13 +3940,15 @@ 0 0 0 + 38 39 1 Norma "Meltdown" Jessop Meltdown - 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0 + 10 100 300 10 @@ -3793,13 +4420,15 @@ 0 0 0 + 43 44 2 Florence Gabriel Flo - 44 + 44 + 44 9 7 8 @@ -3858,6 +4487,16 @@ 0 39 20 + 0 + 7 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 100 0 0 @@ -3869,7 +4508,7 @@ 1 80 10 - 0 + 10 60 0 0 @@ -3877,13 +4516,15 @@ 0 0 0 + 44 45 2 Tim "Gumpy" Hillman Gumpy - 45 + 45 + 45 12 9 9 @@ -3915,7 +4556,7 @@ 56 11 9 - 0 + 5 1 0 3 @@ -3942,6 +4583,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 1 + 0 + -1 + 0 + 0 + 0 150 0 0 @@ -3961,13 +4612,15 @@ 0 0 0 + 45 46 2 Larry Roachburn Larry - 46 + 46 + 46 5 7 5 @@ -4016,8 +4669,8 @@ 60 26 4 - 255 - 0 + 221 + 14 255 0 255 @@ -4026,6 +4679,16 @@ 0 8 10 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 700 0 0 @@ -4045,13 +4708,15 @@ 0 0 0 + 46 47 2 Larry Roachburn Larry - 47 + 47 + 47 5 6 6 @@ -4100,8 +4765,8 @@ 2 40 8 - 255 - 0 + 221 + 8 255 0 255 @@ -4110,6 +4775,16 @@ 0 44 8 + 0 + 0 + 2 + 0 + 1 + 0 + -1 + 0 + 0 + 2 700 0 0 @@ -4129,13 +4804,15 @@ 0 0 0 + 47 48 2 Jim "Cougar" Wallace Cougar - 48 + 48 + 48 8 8 7 @@ -4194,6 +4871,16 @@ 0 255 0 + 0 + 0 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 0 2000 0 0 @@ -4213,13 +4900,15 @@ 0 0 0 + 48 49 2 Tim "Numb" Sutton Numb - 49 + 49 + 49 7 8 7 @@ -4278,6 +4967,16 @@ 0 36 26 + 0 + 3 + 1 + 1 + 1 + 2 + 3 + 1 + 2 + 0 900 0 0 @@ -4297,13 +4996,15 @@ 0 0 0 + 49 50 2 Thorton "Bubba" Jones Bubba - 50 + 50 + 50 5 3 4 @@ -4362,6 +5063,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 1 + 2 + 18 + 2 + 2 + 2 600 0 0 @@ -4371,7 +5082,7 @@ 20 16 0 - 0 + 10 100 250 100 @@ -4381,13 +5092,15 @@ 0 0 0 + 50 51 6 PGmale1 - 51 + 51 + 51 0 0 0 @@ -4446,6 +5159,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4465,13 +5188,15 @@ 0 0 0 + 0 52 6 PGmale2 - 52 + 52 + 52 0 0 0 @@ -4530,6 +5255,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4549,13 +5284,15 @@ 0 0 0 + 0 53 6 PGmale3 - 53 + 53 + 53 0 0 0 @@ -4614,6 +5351,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4633,13 +5380,15 @@ 0 0 0 + 0 54 6 PGLady1 - 54 + 54 + 54 0 0 0 @@ -4698,6 +5447,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4717,13 +5476,15 @@ 0 0 0 + 0 55 6 PGLady2 - 55 + 55 + 55 0 0 0 @@ -4782,6 +5543,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4801,13 +5572,15 @@ 0 0 0 + 0 56 6 PGLady3 - 56 + 56 + 56 0 0 0 @@ -4866,6 +5639,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -4885,13 +5668,15 @@ 0 0 0 + 0 57 3 Miguel Cordona Miguel - 57 + 57 + 57 22 33 21 @@ -4950,6 +5735,16 @@ 0 255 0 + 4 + 18 + 3 + 0 + 0 + 1 + 19 + 2 + 0 + 0 0 0 0 @@ -4969,13 +5764,15 @@ 1 1 90 + 57 58 3 Carlos Dasouza Carlos - 58 + 58 + 58 22 30 17 @@ -5034,6 +5831,16 @@ 0 255 0 + 4 + 18 + 0 + 0 + 1 + 2 + -1 + 0 + 0 + 1 0 0 0 @@ -5053,13 +5860,15 @@ 1 1 85 + 58 59 3 Ira Smythe Ira - 59 + 59 + 59 21 31 20 @@ -5098,7 +5907,7 @@ 6 9 18 - 0 + 19 60 57 255 @@ -5118,6 +5927,16 @@ 0 32 30 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 1 + 0 + 0 0 0 0 @@ -5137,13 +5956,15 @@ 1 1 70 + 59 60 3 Dimitri Guzzo Dimitri - 60 + 60 + 60 20 30 21 @@ -5202,6 +6023,16 @@ 0 30 12 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -5221,13 +6052,15 @@ 1 1 79 + 60 61 3 Devin Connell Devin - 61 + 61 + 61 14 32 17 @@ -5286,6 +6119,16 @@ 0 17 2 + 0 + 14 + 2 + 0 + 1 + 1 + 3 + 1 + 1 + 1 800 0 0 @@ -5305,13 +6148,15 @@ 16 0 0 + 61 62 3 Madlab's Robot Robot - 62 + 62 + 62 0 0 0 @@ -5370,6 +6215,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -5389,13 +6244,15 @@ 0 0 0 + 62 63 3 Hamous Hamous - 63 + 63 + 63 21 30 20 @@ -5435,7 +6292,7 @@ 14 0 0 - 255 + 246 255 255 255 @@ -5454,6 +6311,16 @@ 0 255 0 + 4 + 24 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 250 0 0 @@ -5473,13 +6340,15 @@ 17 1 0 + 63 64 3 Slay Terry - 64 + 64 + 64 22 32 21 @@ -5538,6 +6407,16 @@ 0 44 1 + 0 + 4 + 2 + 2 + 0 + 0 + 0 + 1 + 0 + 0 0 0 0 @@ -5557,13 +6436,15 @@ 18 0 0 + 64 65 3 Eskimo - Removed RPC65 - 65 + 65 + 65 28 30 25 @@ -5622,6 +6503,16 @@ 0 255 0 + 3 + 4 + 2 + 0 + 1 + 0 + 1 + 1 + 0 + 0 100 0 0 @@ -5641,13 +6532,15 @@ 0 0 0 + 65 66 3 Greg "Dynamo" Duncan Dynamo - 66 + 66 + 66 21 29 20 @@ -5706,6 +6599,16 @@ 0 50 1 + 1 + 18 + 2 + 0 + 0 + 0 + 16 + 2 + 2 + 0 50 0 0 @@ -5725,13 +6628,15 @@ 19 4 18 + 66 67 3 Breeham "Shank" Druz Shank - 67 + 67 + 67 25 32 21 @@ -5790,6 +6695,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 20 0 0 @@ -5809,13 +6724,15 @@ 19 11 25 + 67 68 3 Igmus "Iggy" Palkov Iggy - 68 + 68 + 68 17 31 17 @@ -5874,6 +6791,16 @@ 0 13 9 + 0 + 8 + 0 + 0 + 0 + 0 + -1 + 0 + 1 + 1 1950 0 0 @@ -5893,13 +6820,15 @@ 0 10 12 + 68 69 3 Dr. Vincent Beaumont Vince - 69 + 69 + 69 21 32 20 @@ -5958,6 +6887,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 500 0 0 @@ -5977,13 +6916,15 @@ 8 6 30 + 69 70 3 Lt. Conrad Gillitt Conrad - 70 + 70 + 70 13 31 15 @@ -6042,6 +6983,16 @@ 0 47 3 + 0 + 16 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 1 5500 0 0 @@ -6061,13 +7012,15 @@ 0 3 25 + 70 71 - 3 - - RPC71 - 71 + 5 + Combat Jeep + C. Jeep + 71 + 71 0 0 0 @@ -6126,6 +7079,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -6145,13 +7108,15 @@ 0 0 0 + 71 72 3 Kevin "Maddog" Cameron Maddog - 72 + 72 + 72 21 29 21 @@ -6210,6 +7175,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -6229,13 +7204,15 @@ 12 8 60 + 72 73 3 Darrel Jr. Darrel - 73 + 73 + 73 22 27 22 @@ -6294,6 +7271,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 2 + 2 0 0 0 @@ -6313,13 +7300,15 @@ 10 0 0 + 73 74 3 Alish Perkopoulos Perko - 74 + 74 + 74 22 29 22 @@ -6378,6 +7367,16 @@ 0 255 0 + 0 + 25 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -6397,13 +7396,15 @@ 0 6 0 + 74 75 4 Queen Deidranna Deidranna - 75 + 75 + 75 20 32 20 @@ -6462,6 +7463,16 @@ 0 255 0 + 0 + 23 + 2 + 2 + 2 + 2 + 18 + 2 + 2 + 2 0 0 0 @@ -6481,13 +7492,15 @@ 14 10 0 + 75 76 4 Auntie Auntie - 76 + 76 + 76 22 30 22 @@ -6546,6 +7559,16 @@ 0 255 0 + 1 + 20 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -6565,13 +7588,15 @@ 0 3 60 + 76 77 4 Enrico Chivaldori Enrico - 77 + 77 + 77 15 32 16 @@ -6630,6 +7655,16 @@ 0 255 0 + 4 + 18 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -6649,13 +7684,15 @@ 0 10 70 + 77 78 4 Carmen Dancio Carmen - 78 + 78 + 78 21 31 22 @@ -6714,6 +7751,16 @@ 0 255 0 + 0 + 21 + 3 + 0 + 1 + 0 + 19 + 1 + 0 + 3 0 0 0 @@ -6733,13 +7780,15 @@ 0 0 0 + 78 79 4 Joseph Papanus Joe - 79 + 79 + 79 23 33 22 @@ -6798,6 +7847,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + 0 + 2 + 2 + 0 0 0 0 @@ -6817,13 +7876,15 @@ 14 10 35 + 79 80 4 Dr. Steven Willis Steve - 80 + 80 + 80 21 32 21 @@ -6882,6 +7943,16 @@ 0 255 0 + 0 + 18 + 3 + 0 + 0 + 0 + 19 + 1 + 0 + 0 0 0 0 @@ -6901,13 +7972,15 @@ 8 6 53 + 80 81 4 Ricardo "Rat" Grimaldo Rat - 81 + 81 + 81 18 32 19 @@ -6966,6 +8039,16 @@ 0 255 0 + 0 + 18 + 1 + 0 + 0 + 0 + -1 + 0 + 2 + 2 300 0 0 @@ -6985,13 +8068,15 @@ 0 0 0 + 81 82 4 MoM Annie - 82 + 82 + 82 21 32 21 @@ -7050,6 +8135,16 @@ 0 255 0 + 0 + 17 + 1 + 2 + 1 + 1 + 3 + 1 + 0 + 2 0 0 0 @@ -7069,13 +8164,15 @@ 0 0 0 + 82 83 4 Imposter Chris - 83 + 83 + 83 21 30 20 @@ -7134,6 +8231,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -7153,13 +8260,15 @@ 0 0 0 + 83 84 4 Bob Bob - 84 + 84 + 84 21 32 20 @@ -7218,6 +8327,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -7237,13 +8356,15 @@ 0 3 0 + 84 85 4 Brenda Drake Brenda - 85 + 85 + 85 24 32 21 @@ -7302,6 +8423,16 @@ 0 255 0 + 0 + 3 + 1 + 1 + 1 + 1 + -1 + 0 + 2 + 1 0 0 0 @@ -7321,13 +8452,15 @@ 0 7 36 + 85 86 4 Peter "Kingpin" Klauss Kingpin - 86 + 86 + 86 24 31 23 @@ -7386,6 +8519,16 @@ 0 255 0 + 0 + 16 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 1 0 0 0 @@ -7405,13 +8548,15 @@ 2 7 0 + 86 87 4 Darren Van Haussen Darren - 87 + 87 + 87 26 33 24 @@ -7470,6 +8615,16 @@ 0 255 0 + 0 + 22 + 2 + 1 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -7489,13 +8644,15 @@ 2 7 0 + 87 88 4 Maria DaSilva Maria - 88 + 88 + 88 19 32 19 @@ -7554,6 +8711,16 @@ 0 255 0 + 0 + 18 + 4 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -7573,13 +8740,15 @@ 4 10 20 + 88 89 4 Angel Dasilva Angel - 89 + 89 + 89 30 31 28 @@ -7638,6 +8807,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -7657,13 +8836,15 @@ 4 10 42 + 89 90 4 Joey Graham Joey - 90 + 90 + 90 22 32 21 @@ -7722,6 +8903,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 1 + 1 + -1 + 0 + 0 + 0 0 0 0 @@ -7741,13 +8932,15 @@ 15 6 5 + 90 91 4 Tony Tony - 91 + 91 + 91 21 31 21 @@ -7806,6 +8999,16 @@ 0 255 0 + 0 + 12 + 1 + 0 + 0 + 0 + 21 + 1 + 1 + 1 0 0 0 @@ -7825,13 +9028,15 @@ 3 7 0 + 91 92 4 Frank Frank - 92 + 92 + 92 14 32 14 @@ -7890,6 +9095,16 @@ 0 255 0 + 0 + 19 + 0 + 0 + 0 + 0 + 18 + 2 + 1 + 0 0 0 0 @@ -7909,13 +9124,15 @@ 2 7 0 + 92 93 4 Spike Spike - 93 + 93 + 93 21 31 20 @@ -7974,6 +9191,16 @@ 0 255 0 + 0 + 16 + 1 + 2 + 1 + 2 + 18 + 2 + 2 + 0 0 0 0 @@ -7993,13 +9220,15 @@ 2 7 0 + 93 94 4 Damon Warrick Damon - 94 + 94 + 94 31 32 27 @@ -8058,6 +9287,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 1 + 0 + 3 + 0 + 2 + 2 0 0 0 @@ -8077,13 +9316,15 @@ 2 7 0 + 94 95 4 Kyle Lemmons Kyle - 95 + 95 + 95 21 33 21 @@ -8142,6 +9383,16 @@ 0 255 0 + 0 + 18 + 3 + 0 + 2 + 0 + -1 + 0 + 0 + 1 0 0 0 @@ -8161,13 +9412,15 @@ 0 7 0 + 95 96 4 Micky O'Brien Micky - 96 + 96 + 96 20 32 20 @@ -8226,6 +9479,16 @@ 0 255 0 + 0 + 14 + 2 + 0 + 1 + 1 + 3 + 2 + 0 + 0 0 0 0 @@ -8245,13 +9508,15 @@ 0 0 0 + 96 97 4 James "Skyrider" Bullock Skyrider - 97 + 97 + 97 28 31 26 @@ -8310,6 +9575,16 @@ 0 255 0 + 1 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -8329,13 +9604,15 @@ 0 2 27 + 97 98 4 Pablo Greco Pablo - 98 + 98 + 98 19 32 20 @@ -8394,6 +9671,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 1 + 0 + 0 + 1 + 0 + 2 0 0 0 @@ -8413,13 +9700,15 @@ 0 2 40 + 98 99 4 Salvatore Lappus Sal - 99 + 99 + 99 26 28 22 @@ -8478,6 +9767,16 @@ 0 255 0 + 4 + 18 + 0 + 0 + 1 + 1 + 0 + 1 + 0 + 0 0 0 0 @@ -8497,13 +9796,15 @@ 0 2 34 + 99 100 4 Father John Walker Father - 100 + 100 + 100 28 32 20 @@ -8562,6 +9863,16 @@ 0 255 0 + 0 + 0 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 3 0 0 0 @@ -8581,13 +9892,15 @@ 0 2 67 + 100 101 4 Fatima Fatima - 101 + 101 + 101 21 30 21 @@ -8646,6 +9959,16 @@ 0 255 0 + 1 + 18 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -8665,13 +9988,15 @@ 1 1 43 + 101 102 4 Christine Woltz Warden - 102 + 102 + 102 22 34 22 @@ -8730,6 +10055,16 @@ 0 255 0 + 0 + 16 + 4 + 0 + 0 + 0 + 10 + 1 + 2 + 2 0 0 0 @@ -8749,13 +10084,15 @@ 11 10 40 + 102 103 4 Gordon Jefferies Gordon - 103 + 103 + 103 21 29 21 @@ -8814,6 +10151,16 @@ 0 255 0 + 1 + 18 + 0 + 0 + 0 + 0 + 16 + 2 + 0 + 0 0 0 0 @@ -8833,13 +10180,15 @@ 0 5 50 + 103 104 4 Gary "Gabby" Mulnick Gabby - 104 + 104 + 104 22 31 22 @@ -8898,6 +10247,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 1 + 1 + -1 + 0 + 0 + 3 0 0 0 @@ -8917,13 +10276,15 @@ 0 0 0 + 104 105 4 Dr. Ernest Poppin Ernest - 105 + 105 + 105 26 32 24 @@ -8982,6 +10343,16 @@ 0 255 0 + 0 + 3 + 2 + 0 + 2 + 0 + -1 + 0 + 0 + 3 0 0 0 @@ -9001,13 +10372,15 @@ 0 9 16 + 105 106 4 Fred Morris Fred - 106 + 106 + 106 24 33 24 @@ -9066,6 +10439,16 @@ 0 255 0 + 0 + 18 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9085,13 +10468,15 @@ 0 8 37 + 106 107 4 Madame Layla Madame - 107 + 107 + 107 18 27 21 @@ -9150,6 +10535,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9169,13 +10564,15 @@ 2 7 0 + 107 108 4 Yanni Nomigotta Yanni - 108 + 108 + 108 24 31 24 @@ -9234,6 +10631,16 @@ 0 255 0 + 2 + 18 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9253,13 +10660,15 @@ 0 12 50 + 108 109 4 Martha Graham Martha - 109 + 109 + 109 34 32 31 @@ -9318,6 +10727,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9337,13 +10756,15 @@ 15 6 51 + 109 110 4 Tiffany Joe - 110 + 110 + 110 28 30 25 @@ -9402,6 +10823,16 @@ 0 255 0 + 0 + 21 + 1 + 0 + 1 + 0 + -1 + 0 + 1 + 2 0 0 0 @@ -9421,13 +10852,15 @@ 0 0 0 + 110 111 4 T-Rex Jasmin - 111 + 111 + 111 16 32 17 @@ -9486,6 +10919,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9505,13 +10948,15 @@ 0 0 0 + 111 112 4 Druggist Charlie - 112 + 112 + 112 21 32 20 @@ -9570,6 +11015,16 @@ 0 255 0 + 0 + 3 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9589,13 +11044,15 @@ 0 0 0 + 112 113 4 Jake Cameron Jake - 113 + 113 + 113 22 29 21 @@ -9654,6 +11111,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 1 + 1 + 21 + 1 + 0 + 0 0 0 0 @@ -9673,13 +11140,15 @@ 12 8 38 + 113 114 4 Pacos Pacos - 114 + 114 + 114 22 32 21 @@ -9738,6 +11207,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9757,13 +11236,15 @@ 1 1 0 + 114 115 4 Dave Gerard Dave - 115 + 115 + 115 25 31 23 @@ -9822,6 +11303,16 @@ 0 255 0 + 0 + 0 + 2 + 0 + 1 + 1 + -1 + 0 + 0 + 1 0 0 0 @@ -9841,13 +11332,15 @@ 0 11 28 + 115 116 4 Skipper Skipper - 116 + 116 + 116 21 30 20 @@ -9906,6 +11399,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 1 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -9925,13 +11428,15 @@ 0 8 6 + 116 117 4 Hans Vanderkilt Hans - 117 + 117 + 117 14 30 18 @@ -9990,6 +11495,16 @@ 0 255 0 + 0 + 22 + 0 + 0 + 0 + 0 + 1 + 1 + 1 + 0 0 0 0 @@ -10009,13 +11524,15 @@ 3 7 0 + 117 118 4 John Kulba John - 118 + 118 + 118 19 30 18 @@ -10074,6 +11591,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 1 + 0 0 0 0 @@ -10093,13 +11620,15 @@ 6 0 0 + 118 119 4 Mary Kulba Mary - 119 + 119 + 119 26 31 23 @@ -10158,6 +11687,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 1 + 1 + 0 0 0 0 @@ -10177,13 +11716,15 @@ 6 0 0 + 119 120 4 General Theo Humphey General - 120 + 120 + 120 22 28 21 @@ -10242,6 +11783,16 @@ 0 255 0 + 1 + 0 + 0 + 0 + 0 + 0 + 5 + 1 + 0 + 1 0 0 0 @@ -10261,13 +11812,15 @@ 7 3 9 + 120 121 4 Sergeant Krott Sergeant - 121 + 121 + 121 22 29 22 @@ -10326,6 +11879,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 1 + 0 0 0 0 @@ -10345,13 +11908,15 @@ 0 3 22 + 121 122 4 Armand Ricci Armand - 122 + 122 + 122 22 28 22 @@ -10410,6 +11975,16 @@ 0 255 0 + 0 + 18 + 0 + 0 + 2 + 2 + -1 + 0 + 0 + 0 0 0 0 @@ -10429,13 +12004,15 @@ 0 11 0 + 122 123 4 Lora Ricci Lora - 123 + 123 + 123 24 33 23 @@ -10494,6 +12071,16 @@ 0 255 0 + 0 + 0 + 4 + 1 + 2 + 1 + -1 + 0 + 1 + 0 0 0 0 @@ -10513,13 +12100,15 @@ 0 11 0 + 123 124 4 Franz Hinkle Franz - 124 + 124 + 124 23 30 22 @@ -10578,6 +12167,16 @@ 0 255 0 + 0 + 19 + 0 + 0 + 2 + 1 + 2 + 2 + 0 + 0 0 0 0 @@ -10597,13 +12196,15 @@ 0 11 18 + 124 125 4 Howard Filmore Howard - 125 + 125 + 125 20 31 21 @@ -10662,6 +12263,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -10681,13 +12292,15 @@ 0 11 40 + 125 126 4 Sam Rozen Sam - 126 + 126 + 126 22 32 20 @@ -10746,6 +12359,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 0 + 0 + 0 0 0 0 @@ -10765,13 +12388,15 @@ 0 11 15 + 126 127 4 Eldin Fiddes Eldin - 127 + 127 + 127 18 29 18 @@ -10830,6 +12455,16 @@ 0 255 0 + 0 + 18 + 2 + 2 + 0 + 0 + 8 + 1 + 0 + 0 0 0 0 @@ -10849,13 +12484,15 @@ 0 11 18 + 127 128 4 Arnold Brunzwell Arnie - 128 + 128 + 128 24 30 23 @@ -10914,6 +12551,16 @@ 0 255 0 + 1 + 18 + 0 + 0 + 0 + 0 + -1 + 0 + 1 + 0 0 0 0 @@ -10933,13 +12580,15 @@ 0 4 45 + 128 129 4 Tina Elzan Tina - 129 + 129 + 129 21 28 21 @@ -10998,6 +12647,16 @@ 0 255 0 + 1 + 18 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -11017,13 +12676,15 @@ 0 4 41 + 129 130 4 Alexander Fredo Fredo - 130 + 130 + 130 17 31 17 @@ -11082,6 +12743,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -11101,13 +12772,15 @@ 0 4 20 + 130 131 4 Walter Bazzon Walter - 131 + 131 + 131 21 30 20 @@ -11166,6 +12839,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 0 + 0 + 3 + 0 + 0 + 0 0 0 0 @@ -11185,13 +12868,15 @@ 0 9 15 + 131 132 4 Jenny Walden Jenny - 132 + 132 + 132 21 32 21 @@ -11250,6 +12935,16 @@ 0 255 0 + 0 + 4 + 3 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -11269,13 +12964,15 @@ 8 6 34 + 132 133 4 Billy GoonBall Billy - 133 + 133 + 133 22 24 21 @@ -11334,6 +13031,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 0 0 0 @@ -11353,13 +13060,15 @@ 2 6 0 + 133 134 4 Brewster Woltz Brewster - 134 + 134 + 134 21 31 17 @@ -11418,6 +13127,16 @@ 0 255 0 + 0 + 18 + 2 + 0 + 1 + 0 + 11 + 0 + 1 + 1 0 0 0 @@ -11437,13 +13156,15 @@ 0 5 1 + 134 135 4 Messenger of bad news Elliot - 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165 + 165 + 165 13 5 10 @@ -14022,6 +16103,16 @@ 0 40 10 + 0 + 7 + 3 + 0 + 2 + 1 + 0 + 1 + 0 + 3 2500 11500 22000 @@ -14041,13 +16132,15 @@ 0 0 0 + 165 166 2 Lt. "Stogie" Horge Stogie - 166 + 166 + 166 9 4 8 @@ -14106,6 +16199,16 @@ 0 255 0 + 0 + 0 + 0 + 0 + 1 + 2 + -1 + 0 + 0 + 1 3000 14000 25000 @@ -14125,13 +16228,15 @@ 0 0 0 + 166 167 2 Tex Colburn Tex - 167 + 167 + 167 3 6 3 @@ -14168,7 +16273,7 @@ 0 10 15 - 4 + 5 5 10 14 @@ -14176,8 +16281,8 @@ 255 255 255 - 255 - 0 + 149 + 1 255 0 255 @@ -14190,6 +16295,16 @@ 0 255 0 + 2 + 28 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 2 1000 0 0 @@ -14209,13 +16324,15 @@ 0 0 0 + 167 168 2 Col. 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