Original Data for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameData@22 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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lalien
2006-04-19 13:18:26 +00:00
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Unfortunately, the 10-07 Editor build does not work for one reason or another, with the current default Data folder. I'd rather trouble shoot the new editor than spend that time fixing this one.
So, in the meantime, here are some instructions to get you going:
Instructions:
1. Revert back to a 10-07 release single Data folder (You can copy your current tabledata from \1.13-Data if you've modified it since the new release). Be sure to rename or backup your current default \Data folder before doing this.
2. A 10-07 release \Data folder is available for download below the Editor download.
2. Extract desired maps from maps.slf into \Data\Maps
3. Extract the JA2EDITOR.zip into your JA2 install directory.
4. Use the shortcut to start the map editor.
NOTE: It loads very slowly, so you may sit on a blank screen for approx. 5-10 seconds before the Sir-Tech logo appears.
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[Options]
;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
XML_DIRECTORY = TableData\New_Items\
;******************************************************************************************************************************
;General Guidelines:
;
;
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
; decide to change anything in this file, it's recommended that you make a backup copy
; before you make the changes.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; These are the Starting cash values for the various difficulties.
; The only restriction with these, is the INT32 they are stored in.
;******************************************************************************************************************************
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are 1-100.
;******************************************************************************************************************************
CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 4
;******************************************************************************************************************************
; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.
;******************************************************************************************************************************
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;******************************************************************************************************************************
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
;******************************************************************************************************************************
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;******************************************************************************************************************************
; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
;
; Basically the 1st set are the number of available troops the queen starts with in her
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
;******************************************************************************************************************************
MAX_STRATEGIC_TEAM_SIZE = 20
NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;******************************************************************************************************************************
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
; opens the website up on day one.
;
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
; This will include any future MERC Mercs that are added.
;******************************************************************************************************************************
MERC_AVAILABLE_DAY_ONE = FALSE
ALL_MERCS_AT_MERC = FALSE
;******************************************************************************************************************************
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
; your IMP Mercs.
;
; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
; Merc. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note
: before I get on with the valid settings for these two options, The INI file is NOW read at the beginning
; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
; Will need to save and exit the game, change the settings and then start the game back up to create the next
; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
;
; Here are the valid settings for personalities and Attitudes:
;
; PERSONALITIES:
;
; Normal = 0
; Heat Intolerant = 1
; Nervous = 2
; Claustrophobic = 3
; NonSwimmer = 4
; Fear of Insects = 5
; Forgetful = 6
; Psycho = 7
;
; ATTITUDES:
;
; NORMAL = 0
; FRIENDLY = 1
; LONER = 2
; OPTIMIST = 3
; PESSIMIST = 4
; AGGRESSIVE = 5
; ARROGANT = 6
; BIG_SHOT = 7
; ASSHOLE = 8
; COWARD = 9
;******************************************************************************************************************************
USE_RANDOM_PERSONALITY = FALSE
CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -0,0 +1,186 @@
[Options]
;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
;General Guidelines:
;
;
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
; decide to change anything in this file, it's recommended that you make a backup copy
; before you make the changes.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; These are the Starting cash values for the various difficulties.
; The only restriction with these, is the INT32 they are stored in.
;******************************************************************************************************************************
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are 1-100.
;******************************************************************************************************************************
CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 4
;******************************************************************************************************************************
; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.
;******************************************************************************************************************************
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;******************************************************************************************************************************
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
;******************************************************************************************************************************
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;******************************************************************************************************************************
; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
;
; Basically the 1st set are the number of available troops the queen starts with in her
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
;******************************************************************************************************************************
MAX_STRATEGIC_TEAM_SIZE = 20
NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;******************************************************************************************************************************
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
; opens the website up on day one.
;
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
; This will include any future MERC Mercs that are added.
;******************************************************************************************************************************
MERC_AVAILABLE_DAY_ONE = FALSE
ALL_MERCS_AT_MERC = FALSE
;******************************************************************************************************************************
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
; your IMP Mercs.
;
; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
; Merc. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note
: before I get on with the valid settings for these two options, The INI file is NOW read at the beginning
; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
; Will need to save and exit the game, change the settings and then start the game back up to create the next
; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
;
; Here are the valid settings for personalities and Attitudes:
;
; PERSONALITIES:
;
; Normal = 0
; Heat Intolerant = 1
; Nervous = 2
; Claustrophobic = 3
; NonSwimmer = 4
; Fear of Insects = 5
; Forgetful = 6
; Psycho = 7
;
; ATTITUDES:
;
; NORMAL = 0
; FRIENDLY = 1
; LONER = 2
; OPTIMIST = 3
; PESSIMIST = 4
; AGGRESSIVE = 5
; ARROGANT = 6
; BIG_SHOT = 7
; ASSHOLE = 8
; COWARD = 9
;******************************************************************************************************************************
USE_RANDOM_PERSONALITY = FALSE
CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -0,0 +1,112 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
AmmoCaliber - caliber string listed in item's description box
BRCaliber - caliber string listed at BR's
BurstSound - sound file prefix for bursts
The items in this file match up to the ubCalibre stat in Magazines.xml. The number there points to the ordered location of the item here.
-->
<AMMOLIST>
<AMMO>
<AmmoCaliber>0</AmmoCaliber>
<BRCaliber>0</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.38 cal</AmmoCaliber>
<BRCaliber>.38 cal</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>9mm</AmmoCaliber>
<BRCaliber>9mm</BRCaliber>
<BurstSound>9mm Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.45 cal</AmmoCaliber>
<BRCaliber>.45 cal</BRCaliber>
<BurstSound>45 Caliber Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.357 cal</AmmoCaliber>
<BRCaliber>.357 cal</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>12 gauge</AmmoCaliber>
<BRCaliber>12 gauge</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>CAWS</AmmoCaliber>
<BRCaliber>CAWS</BRCaliber>
<BurstSound>Shotgun Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.45mm</AmmoCaliber>
<BRCaliber>5.45mm</BRCaliber>
<BurstSound>5,45 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.56mm</AmmoCaliber>
<BRCaliber>5.56mm</BRCaliber>
<BurstSound>5,56 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>7.62mm NATO</AmmoCaliber>
<BRCaliber>7.62mm N.</BRCaliber>
<BurstSound>7,62 NATO Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>7.62mm WP</AmmoCaliber>
<BRCaliber>7.62mm WP</BRCaliber>
<BurstSound>7,62 WP Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>4.7mm</AmmoCaliber>
<BRCaliber>4.7mm</BRCaliber>
<BurstSound>4,7 Caliber Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.7mm</AmmoCaliber>
<BRCaliber>5.7mm</BRCaliber>
<BurstSound>5,7 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>Monster</AmmoCaliber>
<BRCaliber>Monster</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>Rocket</AmmoCaliber>
<BRCaliber>Rocket</BRCaliber>
<BurstSound>RL Automatic </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber></AmmoCaliber>
<BRCaliber>dart</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>flame</AmmoCaliber>
<BRCaliber></BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.50 cal</AmmoCaliber>
<BRCaliber>.50 cal</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>9mm Hvy</AmmoCaliber>
<BRCaliber>9mm Hvy</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>4.6mm</AmmoCaliber>
<BRCaliber>4.6mm</BRCaliber>
<BurstSound>4,7 Caliber Burst </BurstSound>
</AMMO>
</AMMOLIST>
@@ -0,0 +1,423 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
fontColour - (0-255) font colour of ammo on interface
grayed - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
offNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
onNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
structureImpactReductionMultiplier + Divisor - reduction of damage from bullet contact with structure (lower total = better penetration)
armourImpactReductionMultiplier + Divisor - reduction of damage from bullet impact with armour (lower total = better penetration)
beforeArmourDamageMultiplier + Divisor - extra damage caused before penetrating armour
afterArmourDamageMultiplier + Divisor - extra damage caused after penetrating armour
zeroMinimumDamage - (0/1) minimum possible damage caused is zero
canGoThrough - (0/1) bullet is able to penetrate multiple soft targets
standardIssue - (0/1) ammo is standard issue for enemy (greater chance of appearing) - used for AP ammo in rifles, etc.
numberOfBullets - (1-9) number of bullets fired in a single shot - normally used with buckshot, limited to 1 - 9 for now
multipleBulletDamageMultiplier + Divisor - modifier for each bullet fired by a single shot (for example, default buckshot is 1/4 with 9 bullets)
highExplosive - (0/1) high explosive ammunition
explosionSize - (0-3) 0=none, 1=small, 2=medium, 3=large - size of explosion for high explosive ammo
antiTank - (0/1) actually does some damage against tanks
dart - (0/1) tranquilizer dart effect
knife - (0/1) knife ammo
monsterSpit - (0/1) monster spit - causes blindness, creates a gas effect, etc.
acidic - (0/1) causes serious armour degradation, like monster spit
ignoreArmour - (0/1) ignore vests and leggings, like knives and monster spit
lockBustingPower - if greater than zero, this ammo type will always hit locks, and can break locks with a SmashDifficulty (see BinaryData\Locks.bin) less than the lockBustingPower. This stat is also added to the damage done to the lock.
-->
<AMMOTYPELIST>
<AMMOTYPE>
<uiIndex>0</uiIndex> <!-- Regular ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>1</uiIndex> <!-- HP ammo -->
<fontColour>24</fontColour>
<grayed>12</grayed>
<offNormal>9</offNormal>
<onNormal>11</onNormal>
<structureImpactReductionMultiplier>2</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>2</uiIndex> <!-- AP ammo -->
<fontColour>218</fontColour>
<grayed>8</grayed>
<offNormal>5</offNormal>
<onNormal>7</onNormal>
<structureImpactReductionMultiplier>3</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>4</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>3</uiIndex> <!-- Super AP ammo -->
<fontColour>218</fontColour>
<grayed>8</grayed>
<offNormal>5</offNormal>
<onNormal>7</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>2</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>4</uiIndex> <!-- Buckshot ammo -->
<fontColour>125</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>9</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>5</uiIndex> <!-- Flechette ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>6</uiIndex> <!-- Grenade ammo -->
<fontColour>75</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>2</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>7</uiIndex> <!-- Monster ammo - hardcoded as ammo for monster class weapons -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>1</monsterSpit>
<acidic>1</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>8</uiIndex> <!-- Knife ammo - hardcoded as ammo for throwing knives -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>1</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>9</uiIndex> <!-- HE ammo -->
<fontColour>75</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>10</uiIndex> <!-- HEAT ammo -->
<fontColour>76</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>3</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>4</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>1</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>11</uiIndex> <!-- Tranquilizer dart ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>1</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>12</uiIndex> <!-- Flamethrower ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
<acidic>0</acidic>
</AMMOTYPE>
</AMMOTYPELIST>
@@ -0,0 +1,167 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - doesn't match to items.xml
usItem - index of attachment item
uiItemClass - type of item it can be attached to (see items.xml)
bAttachmentSkillCheck - type of check to perform when attaching item, see below
bAttachmentSkillCheckMod - modifier to skill check
SKILL CHECKS:
NO_CHECK, 0
LOCKPICKING_CHECK, 1
ELECTRONIC_LOCKPICKING_CHECK, 2
ATTACHING_DETONATOR_CHECK, 3
ATTACHING_REMOTE_DETONATOR_CHECK, 4
PLANTING_BOMB_CHECK, 5
PLANTING_REMOTE_BOMB_CHECK, 6
OPEN_WITH_CROWBAR, 7
SMASH_DOOR_CHECK, 8
DISARM_TRAP_CHECK, 9
UNJAM_GUN_CHECK, 10
NOTICE_DART_CHECK, 11
LIE_TO_QUEEN_CHECK, 12
ATTACHING_SPECIAL_ITEM_CHECK, 13
ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, 14
DISARM_ELECTRONIC_TRAP_CHECK, 15
-->
<ATTACHMENTINFOLIST>
<ATTACHMENTINFO>
<uiIndex>0</uiIndex>
<usItem>207</usItem> <!-- Silencer -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>1</uiIndex>
<usItem>208</usItem> <!-- Sniper Scope -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>2</uiIndex>
<usItem>241</usItem> <!-- Laser Scope -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>3</uiIndex>
<usItem>209</usItem> <!-- Bipod -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>4</uiIndex>
<usItem>50</usItem> <!-- Talon -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>5</uiIndex>
<usItem>244</usItem> <!-- Duckbill -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>6</uiIndex>
<usItem>307</usItem> <!-- Rod & Spring -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>7</uiIndex>
<usItem>310</usItem> <!-- Extender -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>8</uiIndex>
<usItem>223</usItem> <!-- Detonator -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>3</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>9</uiIndex>
<usItem>224</usItem> <!-- Remote Det. -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>4</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-10</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>10</uiIndex>
<usItem>224</usItem> <!-- Remote Det. -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>4</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-10</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>11</uiIndex>
<usItem>319</usItem> <!-- X-ray Tube -->
<uiItemClass>1</uiItemClass>
<bAttachmentSkillCheck>14</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-15</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>12</uiIndex>
<usItem>316</usItem> <!-- Copper Wire -->
<uiItemClass>1</uiItemClass>
<bAttachmentSkillCheck>14</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>20</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>13</uiIndex>
<usItem>183</usItem> <!-- Ceramic Plates -->
<uiItemClass>2048</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>14</uiIndex>
<usItem>281</usItem> <!-- Suppressor -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>15</uiIndex>
<usItem>286</usItem> <!-- Reflex Scope -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>16</uiIndex>
<usItem>287</usItem> <!-- Reflex Sight -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>17</uiIndex>
<usItem>291</usItem> <!-- 9mm C-Mag Adapter -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>18</uiIndex>
<usItem>292</usItem> <!-- 5.56mm C-Mag Adapter -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
</ATTACHMENTINFOLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,186 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>131</sItemIndex> <!-- Stun Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>132</sItemIndex> <!-- Tear Gas -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>133</sItemIndex> <!-- Mustard Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>134</sItemIndex> <!-- Mini Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>135</sItemIndex> <!-- Hand Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>151</sItemIndex> <!-- Smoke Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>147</sItemIndex> <!-- 40mm Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>148</sItemIndex> <!-- 40mm Tear Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>149</sItemIndex> <!-- 40mm Stun -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>150</sItemIndex> <!-- 40mm Smoke -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>140</sItemIndex> <!-- Mortar Shell -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>283</sItemIndex> <!-- HE RPG -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>284</sItemIndex> <!-- AP RPG -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>285</sItemIndex> <!-- Frag RPG -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>111</sItemIndex> <!-- Minirockets, AP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>112</sItemIndex> <!-- Minirockets, HE -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>113</sItemIndex> <!-- Minirockets, HEAP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>223</sItemIndex> <!-- Detonator -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>224</sItemIndex> <!-- Remote Det. -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>242</sItemIndex> <!-- Remote Trigger -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>141</sItemIndex> <!-- Mine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>136</sItemIndex> <!-- RDX -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>137</sItemIndex> <!-- TNT -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>23</uiIndex>
<sItemIndex>139</sItemIndex> <!-- C1 -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>24</uiIndex>
<sItemIndex>138</sItemIndex> <!-- HMX -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>25</uiIndex>
<sItemIndex>142</sItemIndex> <!-- C4 -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>26</uiIndex>
<sItemIndex>145</sItemIndex> <!-- Shaped Charge -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>27</uiIndex>
<sItemIndex>40</sItemIndex> <!-- M79 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>28</uiIndex>
<sItemIndex>50</sItemIndex> <!-- Talon -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>29</uiIndex>
<sItemIndex>51</sItemIndex> <!-- LAW -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>30</uiIndex>
<sItemIndex>282</sItemIndex> <!-- RPG-7 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>31</uiIndex>
<sItemIndex>41</sItemIndex> <!-- Mortar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>32</uiIndex>
<sItemIndex>215</sItemIndex> <!-- Metal Detector -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>33</uiIndex>
<sItemIndex>243</sItemIndex> <!-- Wire Cutters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>34</uiIndex>
<sItemIndex>304</sItemIndex> <!-- Duct Tape -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,620 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array - Do Not add new entries to this array!
ubChoices - number of valid choices in this entry - VERY IMPORTANT!!!!! MAKE SURE THIS NUMBER MATCHES THE NUMBER OF CHOICES AVAILABLE OTHERWISE YOUR GAME _WILL_ CRASH!!!!!!!!!!!
bItemNoXX(1-50) - item index of gun to allow, invalid choices should be -1
Indexes:
0 - low powered pistols
1 - high powered pistols/shtgn
2 - low SMGs/shtgn
3 - low rifles
4 - high SMGs
5 - medium rifles
6 - sniper rifles
7 - high rifles
8 - best rifles
9 - machine guns
10- rocket rifles / machine guns
-->
<ENEMYGUNCHOICESLIST>
<ENEMYGUNCHOICES>
<uiIndex>0</uiIndex>
<ubChoices>6</ubChoices>
<bItemNo1>5</bItemNo1> <!-- .38 S&W -->
<bItemNo2>6</bItemNo2> <!-- Barracuda -->
<bItemNo3>7</bItemNo3> <!-- Desert Eagle -->
<bItemNo4>1</bItemNo4> <!-- Glock 17 -->
<bItemNo5>8</bItemNo5> <!-- Colt .45 -->
<bItemNo6>3</bItemNo6> <!-- Beretta 92F -->
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>1</uiIndex>
<ubChoices>5</ubChoices>
<bItemNo1>2</bItemNo1> <!-- Glock 18 -->
<bItemNo2>4</bItemNo2> <!-- Beretta 93R -->
<bItemNo3>338</bItemNo3> <!-- P7M8 -->
<bItemNo4>31</bItemNo4> <!-- M870 -->
<bItemNo5>329</bItemNo5> <!-- Calico M-950 -->
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>2</uiIndex>
<ubChoices>7</ubChoices>
<bItemNo1>16</bItemNo1> <!-- Type-85 -->
<bItemNo2>11</bItemNo2> <!-- Thompson -->
<bItemNo3>333</bItemNo3> <!-- MP-5A2 -->
<bItemNo4>13</bItemNo4> <!-- H&K 53 -->
<bItemNo5>9</bItemNo5> <!-- MP5K -->
<bItemNo6>334</bItemNo6> <!-- MP-5SD3 -->
<bItemNo7>337</bItemNo7> <!-- Five-seveN -->
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>3</uiIndex>
<ubChoices>4</ubChoices>
<bItemNo1>22</bItemNo1> <!-- Mini-14 -->
<bItemNo2>17</bItemNo2> <!-- SKS -->
<bItemNo3>342</bItemNo3> <!-- M4 Super 90 -->
<bItemNo4>32</bItemNo4> <!-- SPAS-15 -->
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>4</uiIndex>
<ubChoices>7</ubChoices>
<bItemNo1>10</bItemNo1> <!-- MAC-10 -->
<bItemNo2>14</bItemNo2> <!-- AKSU-74 -->
<bItemNo3>331</bItemNo3> <!-- Micro-Uzi -->
<bItemNo4>12</bItemNo4> <!-- M4A1 -->
<bItemNo5>330</bItemNo5> <!-- Calico M-960A -->
<bItemNo6>336</bItemNo6> <!-- UMP-45 -->
<bItemNo7>335</bItemNo7> <!-- MP-5N -->
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>5</uiIndex>
<ubChoices>6</ubChoices>
<bItemNo1>26</bItemNo1> <!-- AKM -->
<bItemNo2>29</bItemNo2> <!-- G3A3 -->
<bItemNo3>21</bItemNo3> <!-- G41 -->
<bItemNo4>25</bItemNo4> <!-- AK-74 -->
<bItemNo5>328</bItemNo5> <!-- Calico M-900 -->
<bItemNo6>343</bItemNo6> <!-- AK-103 -->
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>6</uiIndex>
<ubChoices>6</ubChoices>
<bItemNo1>18</bItemNo1> <!-- Dragunov -->
<bItemNo2>19</bItemNo2> <!-- M24 -->
<bItemNo3>68</bItemNo3> <!-- H&K PSG1 -->
<bItemNo4>67</bItemNo4> <!-- VAL Silent -->
<bItemNo5>66</bItemNo5> <!-- Barrett -->
<bItemNo6>341</bItemNo6> <!-- MSG-90A1 -->
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>7</uiIndex>
<ubChoices>8</ubChoices>
<bItemNo1>24</bItemNo1> <!-- FA-MAS -->
<bItemNo2>27</bItemNo2> <!-- M-14 -->
<bItemNo3>20</bItemNo3> <!-- Steyr -->
<bItemNo4>23</bItemNo4> <!-- C-7 -->
<bItemNo5>332</bItemNo5> <!-- L85A2 -->
<bItemNo6>339</bItemNo6> <!-- G36K -->
<bItemNo7>340</bItemNo7> <!-- G36C -->
<bItemNo8>344</bItemNo8> <!-- G36E -->
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>8</uiIndex>
<ubChoices>6</ubChoices>
<bItemNo1>28</bItemNo1> <!-- FN-FAL -->
<bItemNo2>15</bItemNo2> <!-- P90 -->
<bItemNo3>30</bItemNo3> <!-- G11 -->
<bItemNo4>69</bItemNo4> <!-- TAR 21 -->
<bItemNo5>346</bItemNo5> <!-- MP-7 -->
<bItemNo6>33</bItemNo6> <!-- CAWS -->
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>9</uiIndex>
<ubChoices>3</ubChoices>
<bItemNo1>34</bItemNo1> <!-- Minimi -->
<bItemNo2>35</bItemNo2> <!-- RPK-74 -->
<bItemNo3>36</bItemNo3> <!-- H&K 21 -->
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>10</uiIndex>
<ubChoices>5</ubChoices>
<bItemNo1>55</bItemNo1> <!-- Rocket Rifle -->
<bItemNo2>65</bItemNo2> <!-- A. R. Rifle -->
<bItemNo3>35</bItemNo3> <!-- RPK-74 -->
<bItemNo4>36</bItemNo4> <!-- H&K 21 -->
<bItemNo5>34</bItemNo5> <!-- Minimi -->
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
</ENEMYGUNCHOICESLIST>
@@ -0,0 +1,464 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match ubClassIndex in items.xml
ubType - type of explosion, see below
ubDamage - health damage caused by explosion
ubStunDamage - energy damage caused by explosion
ubRadius - size of explosion
ubVolume - how much noise the explosion makes (I think)
ubVolatility - how much crap it can take before it goes boom
ubAnimationID - animation to use for explosion
ubDuration - how long a smoke effect lasts
ubStartRadius - how large a smoke effect is at impact
TYPES:
EXPLOSV_NORMAL, 0
EXPLOSV_STUN, 1
EXPLOSV_TEARGAS, 2
EXPLOSV_MUSTGAS, 3
EXPLOSV_FLARE, 4
EXPLOSV_NOISE, 5
EXPLOSV_SMOKE, 6
EXPLOSV_CREATUREGAS, 7
ANIMATIONS:
NO_BLAST, 0
BLAST_1, 1
BLAST_2, 2
BLAST_3, 3
STUN_BLAST, 4
WATER_BLAST, 5
TARGAS_EXP, 6 (tear gas)
SMOKE_EXP, 7
MUSTARD_EXP, 8
-->
<EXPLOSIVELIST>
<EXPLOSIVE>
<uiIndex>0</uiIndex> <!-- Stun Grenade -->
<ubType>1</ubType>
<ubDamage>1</ubDamage>
<ubStunDamage>140</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>4</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>1</uiIndex> <!-- Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>2</uiIndex> <!-- Mustard Gas -->
<ubType>3</ubType>
<ubDamage>15</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>8</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>3</uiIndex> <!-- Mini Grenade -->
<ubType>0</ubType>
<ubDamage>15</ubDamage>
<ubStunDamage>7</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>15</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>4</uiIndex> <!-- Hand Grenade -->
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>25</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>5</uiIndex> <!-- RDX -->
<ubType>0</ubType>
<ubDamage>40</ubDamage>
<ubStunDamage>12</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>20</ubVolume>
<ubVolatility>10</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>6</uiIndex> <!-- TNT -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>7</uiIndex> <!-- HMX -->
<ubType>0</ubType>
<ubDamage>60</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>60</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>8</uiIndex> <!-- C1 -->
<ubType>0</ubType>
<ubDamage>55</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>55</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>9</uiIndex> <!-- Mortar Shell -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>22</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>10</uiIndex> <!-- Mine -->
<ubType>0</ubType>
<ubDamage>30</ubDamage>
<ubStunDamage>30</ubStunDamage>
<ubRadius>2</ubRadius>
<ubVolume>30</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>11</uiIndex> <!-- C4 -->
<ubType>0</ubType>
<ubDamage>65</ubDamage>
<ubStunDamage>30</ubStunDamage>
<ubRadius>7</ubRadius>
<ubVolume>65</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>12</uiIndex> <!-- Trip Flare -->
<ubType>4</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>10</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>13</uiIndex> <!-- Trip Klaxon -->
<ubType>5</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>50</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>14</uiIndex> <!-- Shaped Charge -->
<ubType>0</ubType>
<ubDamage>20</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>20</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>15</uiIndex> <!-- Break Light -->
<ubType>4</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>10</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>16</uiIndex> <!-- Frag Cylinder -->
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>5</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>25</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>17</uiIndex> <!-- 40mm Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>18</uiIndex> <!-- Stun Cylinder -->
<ubType>1</ubType>
<ubDamage>1</ubDamage>
<ubStunDamage>120</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>4</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>19</uiIndex> <!-- Smoke Cylinder -->
<ubType>6</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>7</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>20</uiIndex> <!-- Smoke Grenade -->
<ubType>6</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>7</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>21</uiIndex> <!-- Shell -->
<ubType>0</ubType>
<ubDamage>60</ubDamage>
<ubStunDamage>20</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>60</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>22</uiIndex> <!-- Struct Ignite -->
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>0</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>23</uiIndex> <!-- Cocktail -->
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>24</uiIndex> <!-- Struct Exp -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>25</uiIndex> <!-- GB Exp -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>3</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>26</uiIndex> <!-- Big Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>80</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>27</uiIndex> <!-- S C Gas -->
<ubType>7</ubType>
<ubDamage>5</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>28</uiIndex> <!-- L C Gas -->
<ubType>7</ubType>
<ubDamage>8</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>29</uiIndex> <!-- 'small name' -->
<ubType>7</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>0</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>30</uiIndex> <!-- HE RPG -->
<ubType>0</ubType>
<ubDamage>55</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>55</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>31</uiIndex> <!-- AP RPG -->
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>75</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>32</uiIndex> <!-- Frag RPG -->
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>200</ubStunDamage>
<ubRadius>8</ubRadius>
<ubVolume>65</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>33</uiIndex> <!-- Mustard Gas Shell -->
<ubType>3</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>50</ubStunDamage>
<ubRadius>16</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>8</ubAnimationID>
<ubDuration>8</ubDuration>
<ubStartRadius>6</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>34</uiIndex> <!-- 20mm HE Clip -->
<ubType>0</ubType>
<ubDamage>20</ubDamage>
<ubStunDamage>5</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>25</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
</EXPLOSIVELIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,52 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
itemIndex - index of the first attachment
incompatibleattachmentIndex - index of the incompatible attachment
You must pair entries to make attachments truly incompatible. Ie: you need Bipod / Talon AND Talon / Bipod
-->
<INCOMPATIBLEATTACHMENTLIST>
<INCOMPATIBLEATTACHMENT>
<itemIndex>209</itemIndex> <!-- Bipod -->
<incompatibleattachmentIndex>50</incompatibleattachmentIndex> <!-- Talon -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>50</itemIndex> <!-- Talon -->
<incompatibleattachmentIndex>209</incompatibleattachmentIndex> <!-- Bipod -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>223</itemIndex> <!-- Detonator -->
<incompatibleattachmentIndex>224</incompatibleattachmentIndex> <!-- Remote Det. -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>224</itemIndex> <!-- Remote Det. -->
<incompatibleattachmentIndex>223</incompatibleattachmentIndex> <!-- Detonator -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>208</itemIndex> <!-- Sniper Scope -->
<incompatibleattachmentIndex>286</incompatibleattachmentIndex> <!-- Reflex Scope -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>286</itemIndex> <!-- Reflex Scope -->
<incompatibleattachmentIndex>208</incompatibleattachmentIndex> <!-- Sniper Scope -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>286</itemIndex> <!-- Reflex Scope -->
<incompatibleattachmentIndex>287</incompatibleattachmentIndex> <!-- Reflex Sight -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>287</itemIndex> <!-- Reflex Sight -->
<incompatibleattachmentIndex>286</incompatibleattachmentIndex> <!-- Reflex Scope -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>207</itemIndex> <!-- Silencer -->
<incompatibleattachmentIndex>281</incompatibleattachmentIndex> <!-- Suppressor -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>281</itemIndex> <!-- Suppressor -->
<incompatibleattachmentIndex>207</incompatibleattachmentIndex> <!-- Silencer -->
</INCOMPATIBLEATTACHMENT>
</INCOMPATIBLEATTACHMENTLIST>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,95 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
launchableIndex - index of launchable item
itemIndex - index of item that launchable can be launched from
IMPORTANT!!!!!
All equal launchable indexes should be grouped together. The is due to the way the code looks at this array. If you separate equal launchable indexes, the launchables that come after the first group will not be found by the game.
-->
<LAUNCHABLELIST>
<LAUNCHABLE>
<launchableIndex>147</launchableIndex> <!-- 40mm Grenade -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>147</launchableIndex> <!-- 40mm Grenade -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>148</launchableIndex> <!-- 40mm Tear Gas -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>148</launchableIndex> <!-- 40mm Tear Gas -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>149</launchableIndex> <!-- 40mm Stun -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>149</launchableIndex> <!-- 40mm Stun -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>150</launchableIndex> <!-- 40mm Smoke -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>150</launchableIndex> <!-- 40mm Smoke -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>140</launchableIndex> <!-- Mortar Shell -->
<itemIndex>41</itemIndex> <!-- Mortar -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>140</launchableIndex> <!-- Mortar Shell -->
<itemIndex>293</itemIndex> <!-- Commando Mortar -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>152</launchableIndex> <!-- Shell -->
<itemIndex>60</itemIndex> <!-- Cannon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>283</launchableIndex> <!-- HE RPG -->
<itemIndex>282</itemIndex> <!-- RPG-7 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>284</launchableIndex> <!-- AP RPG -->
<itemIndex>282</itemIndex> <!-- RPG-7 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>285</launchableIndex> <!-- Frag RPG -->
<itemIndex>282</itemIndex> <!-- RPG-7 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>294</launchableIndex> <!-- Mustard Gas Shell -->
<itemIndex>293</itemIndex> <!-- Commando Mortar -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>294</launchableIndex> <!-- Mustard Gas Shell -->
<itemIndex>41</itemIndex> <!-- Mortar -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>295</launchableIndex> <!-- 20mm HE Clip -->
<itemIndex>296</itemIndex> <!-- OICW Launcher -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>298</launchableIndex> <!-- Frag Cylinder -->
<itemIndex>347</itemIndex> <!-- MGL Mk1 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>299</launchableIndex> <!-- Smoke Cylinder -->
<itemIndex>347</itemIndex> <!-- MGL Mk1 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>300</launchableIndex> <!-- Stun Cylinder -->
<itemIndex>347</itemIndex> <!-- MGL Mk1 -->
</LAUNCHABLE>
</LAUNCHABLELIST>
@@ -0,0 +1,417 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match ubClassIndex in items.xml
ubCalibre - caliber of weapon
ubMagSize - size of clip
ubAmmoType - type of ammunition, see below
Calibers:
see AmmoStrings.xml
AMMO TYPES:
AMMO_REGULAR, 0
AMMO_HP, 1
AMMO_AP, 2
AMMO_SUPER_AP, 3
AMMO_BUCKSHOT, 4
AMMO_FLECHETTE, 5 - unused, will behave like regular
AMMO_GRENADE, 6 - specially added for 1.13 - like AMMO_HE, but with a bigger boom
AMMO_MONSTER, 7
AMMO_KNIFE, 8
AMMO_HE, 9
AMMO_HEAT, 10
AMMO_SLEEP_DART, 11
AMMO_FLAME, 12 - don't use - may crash game
-->
<MAGAZINELIST>
<MAGAZINE>
<uiIndex>0</uiIndex> <!-- 9mm mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>1</uiIndex> <!-- 9mm SMG mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>2</uiIndex> <!-- 9mm mag AP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>3</uiIndex> <!-- 9mm SMG mag AP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>4</uiIndex> <!-- 9mm mag HP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>5</uiIndex> <!-- 9mm SMG mag HP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>6</uiIndex> <!-- .38 S-load -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>7</uiIndex> <!-- .38 S-load AP -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>8</uiIndex> <!-- .38 S-load HP -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>9</uiIndex> <!-- .45 mag -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>10</uiIndex> <!-- .45 SMG mag -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>11</uiIndex> <!-- .45 mag AP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>12</uiIndex> <!-- .45 SMG mag AP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>13</uiIndex> <!-- .45 mag HP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>14</uiIndex> <!-- .45 SMG mag HP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>15</uiIndex> <!-- .357 S-load -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>16</uiIndex> <!-- .357 mag -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>17</uiIndex> <!-- .357 S-load AP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>18</uiIndex> <!-- .357 mag AP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>19</uiIndex> <!-- .357 S-load HP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>20</uiIndex> <!-- .357 mag HP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>21</uiIndex> <!-- 5.45mm mag -->
<ubCalibre>7</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>22</uiIndex> <!-- 5.45mm mag HP -->
<ubCalibre>7</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>23</uiIndex> <!-- 5.56mm mag -->
<ubCalibre>8</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>24</uiIndex> <!-- 5.56mm mag HP -->
<ubCalibre>8</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>25</uiIndex> <!-- 7.62mm WP 10 -->
<ubCalibre>10</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>26</uiIndex> <!-- 7.62mm WP 30 -->
<ubCalibre>10</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>27</uiIndex> <!-- 7.62mm WP 10 HP -->
<ubCalibre>10</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>28</uiIndex> <!-- 7.62mm WP 30 HP -->
<ubCalibre>10</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>29</uiIndex> <!-- 7.62mm NATO 5 -->
<ubCalibre>9</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>30</uiIndex> <!-- 7.62mm NATO 20 -->
<ubCalibre>9</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>31</uiIndex> <!-- 7.62mm NATO 5 HP -->
<ubCalibre>9</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>32</uiIndex> <!-- 7.62mm NATO 20 HP -->
<ubCalibre>9</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>33</uiIndex> <!-- 4.7mm mag -->
<ubCalibre>11</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>34</uiIndex> <!-- 5.7mm mag -->
<ubCalibre>12</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>35</uiIndex> <!-- 5.7mm mag HP -->
<ubCalibre>12</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>36</uiIndex> <!-- 12 Gauge -->
<ubCalibre>5</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>37</uiIndex> <!-- 12 Gauge BS -->
<ubCalibre>5</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>38</uiIndex> <!-- CAWS mag -->
<ubCalibre>6</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>39</uiIndex> <!-- CAWS Buckshot -->
<ubCalibre>6</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>40</uiIndex> <!-- Minirockets, AP -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>41</uiIndex> <!-- Minirockets, HE -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>9</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>42</uiIndex> <!-- Minirockets, HEAP -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>10</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>43</uiIndex> <!-- Dart -->
<ubCalibre>15</ubCalibre>
<ubMagSize>1</ubMagSize>
<ubAmmoType>11</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>44</uiIndex> <!-- Flamethrower Clip -->
<ubCalibre>16</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>45</uiIndex> <!-- .50 mag -->
<ubCalibre>17</ubCalibre>
<ubMagSize>11</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>46</uiIndex> <!-- 9mm heavy mag, 20 -->
<ubCalibre>18</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>47</uiIndex> <!-- 9mm large mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>48</uiIndex> <!-- 9mm large AP mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>49</uiIndex> <!-- 9mm large HP mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>50</uiIndex> <!-- 5.45mm Drum -->
<ubCalibre>7</ubCalibre>
<ubMagSize>75</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>51</uiIndex> <!-- 5.45mm Drum HP -->
<ubCalibre>7</ubCalibre>
<ubMagSize>75</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>52</uiIndex> <!-- 5.56mm Belt -->
<ubCalibre>8</ubCalibre>
<ubMagSize>200</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>53</uiIndex> <!-- 5.56mm Belt HP -->
<ubCalibre>8</ubCalibre>
<ubMagSize>200</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>54</uiIndex> <!-- 7.62mm NATO Belt -->
<ubCalibre>9</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>55</uiIndex> <!-- 7.62mm NATO Belt HP -->
<ubCalibre>9</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>56</uiIndex> <!-- 5.7mm mag 20 AP -->
<ubCalibre>12</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>57</uiIndex> <!-- 5.7mm mag 20 HP -->
<ubCalibre>12</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>58</uiIndex> <!-- 5.56mm C-Mag -->
<ubCalibre>8</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>59</uiIndex> <!-- 5.56mm C-Mag HP -->
<ubCalibre>8</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>60</uiIndex> <!-- 9mm C-Mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>61</uiIndex> <!-- 9mm C-Mag AP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>62</uiIndex> <!-- 9mm C-Mag HP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>100</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>63</uiIndex> <!-- 4.6mm mag -->
<ubCalibre>19</ubCalibre>
<ubMagSize>40</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
</MAGAZINELIST>
@@ -0,0 +1,364 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
firstItemIndex - index of original item
secondItemIndex - item index to merge with
resultingItemIndex - resulting item index
mergeType - type of merge to perform, see below
MERGE TYPES:
DESTRUCTION, 0
COMBINE_POINTS, 1
TREAT_ARMOUR, 2
EXPLOSIVE, 3
EASY_MERGE, 4
ELECTRONIC_MERGE, 5
-->
<MERGELIST>
<MERGE>
<firstItemIndex>201</firstItemIndex> <!-- 1st Aid Kit -->
<secondItemIndex>201</secondItemIndex> <!-- 1st Aid Kit -->
<resultingItemIndex>201</resultingItemIndex> <!-- 1st Aid Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>202</firstItemIndex> <!-- Med Kit -->
<secondItemIndex>202</secondItemIndex> <!-- Med Kit -->
<resultingItemIndex>202</resultingItemIndex> <!-- Med Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>214</firstItemIndex> <!-- Canteen -->
<secondItemIndex>214</secondItemIndex> <!-- Canteen -->
<resultingItemIndex>214</resultingItemIndex> <!-- Canteen -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>204</firstItemIndex> <!-- Locksmith Kit -->
<secondItemIndex>204</secondItemIndex> <!-- Locksmith Kit -->
<resultingItemIndex>204</resultingItemIndex> <!-- Locksmith Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>203</firstItemIndex> <!-- Tool Kit -->
<secondItemIndex>203</secondItemIndex> <!-- Tool Kit -->
<resultingItemIndex>203</resultingItemIndex> <!-- Tool Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>327</firstItemIndex> <!-- Gas -->
<secondItemIndex>327</secondItemIndex> <!-- Gas -->
<resultingItemIndex>327</resultingItemIndex> <!-- Gas -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>205</firstItemIndex> <!-- Camo Kit -->
<secondItemIndex>205</secondItemIndex> <!-- Camo Kit -->
<resultingItemIndex>205</resultingItemIndex> <!-- Camo Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>256</firstItemIndex> <!-- Beer -->
<secondItemIndex>256</secondItemIndex> <!-- Beer -->
<resultingItemIndex>256</resultingItemIndex> <!-- Beer -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>255</firstItemIndex> <!-- Wine -->
<secondItemIndex>255</secondItemIndex> <!-- Wine -->
<resultingItemIndex>255</resultingItemIndex> <!-- Wine -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>245</firstItemIndex> <!-- Alcohol -->
<secondItemIndex>245</secondItemIndex> <!-- Alcohol -->
<resultingItemIndex>245</resultingItemIndex> <!-- Alcohol -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>161</secondItemIndex> <!-- Flak Jacket -->
<resultingItemIndex>162</resultingItemIndex> <!-- Flak-18 Jacket -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>164</secondItemIndex> <!-- Kevlar Vest -->
<resultingItemIndex>165</resultingItemIndex> <!-- Kevlar-18 Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
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<SOUND>SOUNDS\QUEEN CRIPPLED.WAV</SOUND>
<SOUND>SOUNDS\QUEEN SMELLS THREAT.WAV</SOUND>
<SOUND>SOUNDS\QUEEN WHIP ATTACK.WAV</SOUND>
<SOUND>SOUNDS\ROCK HIT 01.WAV</SOUND>
<SOUND>SOUNDS\ROCK HIT 02.WAV</SOUND>
<SOUND>SOUNDS\SCRATCH.WAV</SOUND>
<SOUND>SOUNDS\ARMPIT.WAV</SOUND>
<SOUND>SOUNDS\CRACKING BACK.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\Auto Resolve Composite 02 (8-22).wav</SOUND>
<SOUND>SOUNDS\Email Alert 01.wav</SOUND>
<SOUND>SOUNDS\Entering Text 02.wav</SOUND>
<SOUND>SOUNDS\Removing Text 02.wav</SOUND>
<SOUND>SOUNDS\Computer Beep 01 In.wav</SOUND>
<SOUND>SOUNDS\Computer Beep 01 Out.wav</SOUND>
<SOUND>SOUNDS\Computer Switch 01 In.wav</SOUND>
<SOUND>SOUNDS\Computer Switch 01 Out.wav</SOUND>
<SOUND>SOUNDS\Very Small Switch 01 In.wav</SOUND>
<SOUND>SOUNDS\Very Small Switch 01 Out.wav</SOUND>
<SOUND>SOUNDS\Very Small Switch 02 In.wav</SOUND>
<SOUND>SOUNDS\Very Small Switch 02 Out.wav</SOUND>
<SOUND>SOUNDS\Small Switch 01 In.wav</SOUND>
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<SOUND>SOUNDS\Small Switch 02 In.wav</SOUND>
<SOUND>SOUNDS\Small Switch 02 Out.wav</SOUND>
<SOUND>SOUNDS\Small Switch 03 In.wav</SOUND>
<SOUND>SOUNDS\Small Switch 03 Out.wav</SOUND>
<SOUND>SOUNDS\Big Switch 03 In.wav</SOUND>
<SOUND>SOUNDS\Big Switch 03 Out.wav</SOUND>
<SOUND>SOUNDS\Alarm.wav</SOUND>
<SOUND>SOUNDS\Fight Bell.wav</SOUND>
<SOUND>SOUNDS\Helicopter Crash Sequence.wav</SOUND>
<SOUND>SOUNDS\Attachment.wav</SOUND>
<SOUND>SOUNDS\Ceramic Armour Insert.wav</SOUND>
<SOUND>SOUNDS\Detonator Beep.wav</SOUND>
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<SOUND>SOUNDS\Land On Roof.wav</SOUND>
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@@ -0,0 +1,826 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>55</sItemIndex> <!-- Rocket Rifle -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>65</sItemIndex> <!-- A. R. Rifle -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>56</sItemIndex> <!-- Automag -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>1</sItemIndex> <!-- Glock 17 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>2</sItemIndex> <!-- Glock 18 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>3</sItemIndex> <!-- Beretta 92F -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>4</sItemIndex> <!-- Beretta 93R -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>5</sItemIndex> <!-- .38 S&W -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>6</sItemIndex> <!-- Barracuda -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>7</sItemIndex> <!-- Desert Eagle -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>8</sItemIndex> <!-- Colt .45 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>9</sItemIndex> <!-- MP5K -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>10</sItemIndex> <!-- MAC-10 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>11</sItemIndex> <!-- Thompson -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>12</sItemIndex> <!-- M4A1 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>13</sItemIndex> <!-- H&K 53 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>14</sItemIndex> <!-- AKSU-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>16</sItemIndex> <!-- Type-85 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>17</sItemIndex> <!-- SKS -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>18</sItemIndex> <!-- Dragunov -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>19</sItemIndex> <!-- M24 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>20</sItemIndex> <!-- Steyr -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>21</sItemIndex> <!-- G41 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>23</uiIndex>
<sItemIndex>22</sItemIndex> <!-- Mini-14 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>24</uiIndex>
<sItemIndex>23</sItemIndex> <!-- C-7 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>25</uiIndex>
<sItemIndex>24</sItemIndex> <!-- FA-MAS -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>26</uiIndex>
<sItemIndex>25</sItemIndex> <!-- AK-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>27</uiIndex>
<sItemIndex>26</sItemIndex> <!-- AKM -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>28</uiIndex>
<sItemIndex>27</sItemIndex> <!-- M-14 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>29</uiIndex>
<sItemIndex>29</sItemIndex> <!-- G3A3 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>30</uiIndex>
<sItemIndex>28</sItemIndex> <!-- FN-FAL -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>31</uiIndex>
<sItemIndex>34</sItemIndex> <!-- Minimi -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>32</uiIndex>
<sItemIndex>35</sItemIndex> <!-- RPK-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>33</uiIndex>
<sItemIndex>36</sItemIndex> <!-- H&K 21 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>34</uiIndex>
<sItemIndex>31</sItemIndex> <!-- M870 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>35</uiIndex>
<sItemIndex>32</sItemIndex> <!-- SPAS-15 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>36</uiIndex>
<sItemIndex>40</sItemIndex> <!-- M79 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>37</uiIndex>
<sItemIndex>50</sItemIndex> <!-- Talon -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>38</uiIndex>
<sItemIndex>51</sItemIndex> <!-- LAW -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>39</uiIndex>
<sItemIndex>282</sItemIndex> <!-- RPG-7 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>40</uiIndex>
<sItemIndex>41</sItemIndex> <!-- Mortar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>41</uiIndex>
<sItemIndex>30</sItemIndex> <!-- G11 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>42</uiIndex>
<sItemIndex>33</sItemIndex> <!-- CAWS -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>43</uiIndex>
<sItemIndex>15</sItemIndex> <!-- P90 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>44</uiIndex>
<sItemIndex>61</sItemIndex> <!-- Dart Gun -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>45</uiIndex>
<sItemIndex>328</sItemIndex> <!-- Calico M-900 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>46</uiIndex>
<sItemIndex>329</sItemIndex> <!-- Calico M-950 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>47</uiIndex>
<sItemIndex>330</sItemIndex> <!-- Calico M-960A -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>48</uiIndex>
<sItemIndex>331</sItemIndex> <!-- Micro-Uzi -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>49</uiIndex>
<sItemIndex>332</sItemIndex> <!-- L85A2 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>50</uiIndex>
<sItemIndex>69</sItemIndex> <!-- TAR 21 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>51</uiIndex>
<sItemIndex>68</sItemIndex> <!-- H&K PSG1 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>52</uiIndex>
<sItemIndex>67</sItemIndex> <!-- VAL Silent -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>53</uiIndex>
<sItemIndex>66</sItemIndex> <!-- Barrett -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>54</uiIndex>
<sItemIndex>333</sItemIndex> <!-- MP-5A2 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>55</uiIndex>
<sItemIndex>336</sItemIndex> <!-- UMP-45 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>56</uiIndex>
<sItemIndex>334</sItemIndex> <!-- MP-5SD3 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>57</uiIndex>
<sItemIndex>335</sItemIndex> <!-- MP-5N -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>58</uiIndex>
<sItemIndex>337</sItemIndex> <!-- Five-seveN -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>59</uiIndex>
<sItemIndex>338</sItemIndex> <!-- P7M8 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>60</uiIndex>
<sItemIndex>340</sItemIndex> <!-- G36C -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>61</uiIndex>
<sItemIndex>339</sItemIndex> <!-- G36K -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>62</uiIndex>
<sItemIndex>341</sItemIndex> <!-- MSG-90A1 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>63</uiIndex>
<sItemIndex>342</sItemIndex> <!-- M4 Super 90 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>64</uiIndex>
<sItemIndex>343</sItemIndex> <!-- AK-103 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>65</uiIndex>
<sItemIndex>71</sItemIndex> <!-- 9mm mag -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>66</uiIndex>
<sItemIndex>72</sItemIndex> <!-- 9mm SMG mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>67</uiIndex>
<sItemIndex>73</sItemIndex> <!-- 9mm mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>68</uiIndex>
<sItemIndex>74</sItemIndex> <!-- 9mm SMG mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>69</uiIndex>
<sItemIndex>75</sItemIndex> <!-- 9mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>70</uiIndex>
<sItemIndex>76</sItemIndex> <!-- 9mm SMG mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>71</uiIndex>
<sItemIndex>77</sItemIndex> <!-- .38 S-load -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>72</uiIndex>
<sItemIndex>78</sItemIndex> <!-- .38 S-load AP -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>73</uiIndex>
<sItemIndex>79</sItemIndex> <!-- .38 S-load HP -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>74</uiIndex>
<sItemIndex>80</sItemIndex> <!-- .45 mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>75</uiIndex>
<sItemIndex>81</sItemIndex> <!-- .45 SMG mag -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>76</uiIndex>
<sItemIndex>82</sItemIndex> <!-- .45 mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>77</uiIndex>
<sItemIndex>83</sItemIndex> <!-- .45 SMG mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>78</uiIndex>
<sItemIndex>84</sItemIndex> <!-- .45 mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>79</uiIndex>
<sItemIndex>85</sItemIndex> <!-- .45 SMG mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>80</uiIndex>
<sItemIndex>86</sItemIndex> <!-- .357 S-load -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>81</uiIndex>
<sItemIndex>87</sItemIndex> <!-- .357 mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>82</uiIndex>
<sItemIndex>88</sItemIndex> <!-- .357 S-load AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>83</uiIndex>
<sItemIndex>89</sItemIndex> <!-- .357 mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>84</uiIndex>
<sItemIndex>90</sItemIndex> <!-- .357 S-load HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>85</uiIndex>
<sItemIndex>91</sItemIndex> <!-- .357 mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>86</uiIndex>
<sItemIndex>92</sItemIndex> <!-- 5.45mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>87</uiIndex>
<sItemIndex>93</sItemIndex> <!-- 5.45mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>88</uiIndex>
<sItemIndex>94</sItemIndex> <!-- 5.56mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>89</uiIndex>
<sItemIndex>95</sItemIndex> <!-- 5.56mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>90</uiIndex>
<sItemIndex>96</sItemIndex> <!-- 7.62mm WP 10 -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>91</uiIndex>
<sItemIndex>97</sItemIndex> <!-- 7.62mm WP 30 -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>92</uiIndex>
<sItemIndex>98</sItemIndex> <!-- 7.62mm WP 10 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>93</uiIndex>
<sItemIndex>99</sItemIndex> <!-- 7.62mm WP 30 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>94</uiIndex>
<sItemIndex>100</sItemIndex> <!-- 7.62mm NATO 5 -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>95</uiIndex>
<sItemIndex>101</sItemIndex> <!-- 7.62mm NATO 20 -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>96</uiIndex>
<sItemIndex>102</sItemIndex> <!-- 7.62mm NATO 5 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>97</uiIndex>
<sItemIndex>103</sItemIndex> <!-- 7.62mm NATO 20 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>98</uiIndex>
<sItemIndex>104</sItemIndex> <!-- 4.7mm mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>99</uiIndex>
<sItemIndex>105</sItemIndex> <!-- 5.7mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>100</uiIndex>
<sItemIndex>106</sItemIndex> <!-- 5.7mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>101</uiIndex>
<sItemIndex>107</sItemIndex> <!-- 12 Gauge -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>102</uiIndex>
<sItemIndex>108</sItemIndex> <!-- 12 Gauge BS -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>103</uiIndex>
<sItemIndex>109</sItemIndex> <!-- CAWS mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>104</uiIndex>
<sItemIndex>110</sItemIndex> <!-- CAWS Buckshot -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>105</uiIndex>
<sItemIndex>111</sItemIndex> <!-- Minirockets, AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>106</uiIndex>
<sItemIndex>112</sItemIndex> <!-- Minirockets, HE -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>107</uiIndex>
<sItemIndex>113</sItemIndex> <!-- Minirockets, HEAP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>108</uiIndex>
<sItemIndex>114</sItemIndex> <!-- Dart -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>109</uiIndex>
<sItemIndex>116</sItemIndex> <!-- .50 mag -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>110</uiIndex>
<sItemIndex>117</sItemIndex> <!-- 9mm heavy mag, 20 -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>111</uiIndex>
<sItemIndex>118</sItemIndex> <!-- 9mm large mag -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>112</uiIndex>
<sItemIndex>119</sItemIndex> <!-- 9mm large AP mag -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>113</uiIndex>
<sItemIndex>120</sItemIndex> <!-- 9mm large HP mag -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>114</uiIndex>
<sItemIndex>121</sItemIndex> <!-- 5.45mm Drum -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>115</uiIndex>
<sItemIndex>122</sItemIndex> <!-- 5.45mm Drum HP -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>116</uiIndex>
<sItemIndex>123</sItemIndex> <!-- 5.56mm Belt -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>117</uiIndex>
<sItemIndex>124</sItemIndex> <!-- 5.56mm Belt HP -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>118</uiIndex>
<sItemIndex>125</sItemIndex> <!-- 7.62mm NATO Belt -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>119</uiIndex>
<sItemIndex>126</sItemIndex> <!-- 7.62mm NATO Belt HP -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>120</uiIndex>
<sItemIndex>127</sItemIndex> <!-- 5.7mm mag 20 AP -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>121</uiIndex>
<sItemIndex>128</sItemIndex> <!-- 5.7mm mag 20 HP -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>122</uiIndex>
<sItemIndex>147</sItemIndex> <!-- 40mm Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>123</uiIndex>
<sItemIndex>148</sItemIndex> <!-- 40mm Tear Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>124</uiIndex>
<sItemIndex>149</sItemIndex> <!-- 40mm Stun -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>125</uiIndex>
<sItemIndex>150</sItemIndex> <!-- 40mm Smoke -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>126</uiIndex>
<sItemIndex>140</sItemIndex> <!-- Mortar Shell -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>127</uiIndex>
<sItemIndex>37</sItemIndex> <!-- Knife -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>128</uiIndex>
<sItemIndex>38</sItemIndex> <!-- Throw. Knife -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>129</uiIndex>
<sItemIndex>49</sItemIndex> <!-- Dusters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>130</uiIndex>
<sItemIndex>54</sItemIndex> <!-- Machete -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>131</uiIndex>
<sItemIndex>207</sItemIndex> <!-- Silencer -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>132</uiIndex>
<sItemIndex>208</sItemIndex> <!-- Sniper Scope -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>133</uiIndex>
<sItemIndex>241</sItemIndex> <!-- Laser Scope -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>134</uiIndex>
<sItemIndex>209</sItemIndex> <!-- Bipod -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>135</uiIndex>
<sItemIndex>244</sItemIndex> <!-- Duckbill -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>136</uiIndex>
<sItemIndex>281</sItemIndex> <!-- Suppressor -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>137</uiIndex>
<sItemIndex>286</sItemIndex> <!-- Reflex Scope -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>138</uiIndex>
<sItemIndex>287</sItemIndex> <!-- Reflex Sight -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>139</uiIndex>
<sItemIndex>344</sItemIndex> <!-- G36E -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>140</uiIndex>
<sItemIndex>347</sItemIndex> <!-- MGL Mk1 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>141</uiIndex>
<sItemIndex>346</sItemIndex> <!-- MP-7 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>142</uiIndex>
<sItemIndex>345</sItemIndex> <!-- OICW -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>143</uiIndex>
<sItemIndex>282</sItemIndex> <!-- RPG-7 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>144</uiIndex>
<sItemIndex>283</sItemIndex> <!-- HE RPG -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>145</uiIndex>
<sItemIndex>284</sItemIndex> <!-- AP RPG -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>146</uiIndex>
<sItemIndex>285</sItemIndex> <!-- Frag RPG -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>147</uiIndex>
<sItemIndex>129</sItemIndex> <!-- 5.56mm C-Mag -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>148</uiIndex>
<sItemIndex>130</sItemIndex> <!-- 5.56mm C-Mag HP -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>149</uiIndex>
<sItemIndex>288</sItemIndex> <!-- 9mm C-Mag -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>150</uiIndex>
<sItemIndex>289</sItemIndex> <!-- 9mm C-Mag AP -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>151</uiIndex>
<sItemIndex>290</sItemIndex> <!-- 9mm C-Mag HP -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>152</uiIndex>
<sItemIndex>291</sItemIndex> <!-- 9mm C-Mag Adapter -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>153</uiIndex>
<sItemIndex>292</sItemIndex> <!-- 5.56mm C-Mag Adapter -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>154</uiIndex>
<sItemIndex>293</sItemIndex> <!-- Commando Mortar -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>155</uiIndex>
<sItemIndex>294</sItemIndex> <!-- Mustard Gas Shell -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>156</uiIndex>
<sItemIndex>295</sItemIndex> <!-- 20mm HE Clip -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>157</uiIndex>
<sItemIndex>296</sItemIndex> <!-- OICW Launcher -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>158</uiIndex>
<sItemIndex>297</sItemIndex> <!-- 4.6mm mag -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>159</uiIndex>
<sItemIndex>298</sItemIndex> <!-- Frag Cylinder -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>160</uiIndex>
<sItemIndex>299</sItemIndex> <!-- Smoke Cylinder -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>161</uiIndex>
<sItemIndex>300</sItemIndex> <!-- Stun Cylinder -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>162</uiIndex>
<sItemIndex>301</sItemIndex> <!-- Hartford 6 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,186 @@
[Options]
;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
;General Guidelines:
;
;
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
; decide to change anything in this file, it's recommended that you make a backup copy
; before you make the changes.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; These are the Starting cash values for the various difficulties.
; The only restriction with these, is the INT32 they are stored in.
;******************************************************************************************************************************
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are 1-100.
;******************************************************************************************************************************
CAN_SELL_ALT_LMB = FALSE
PRICE_MODIFIER = 4
;******************************************************************************************************************************
; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.
;******************************************************************************************************************************
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 85
IMPATTRIBUTEPOINTS = 30
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;******************************************************************************************************************************
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
;******************************************************************************************************************************
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;******************************************************************************************************************************
; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
;
; Basically the 1st set are the number of available troops the queen starts with in her
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
;******************************************************************************************************************************
MAX_STRATEGIC_TEAM_SIZE = 20
NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
EXPERT_ELITE_BONUS = 0
INSANE_ELITE_BONUS = 50
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;******************************************************************************************************************************
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
; opens the website up on day one.
;
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
; This will include any future MERC Mercs that are added.
;******************************************************************************************************************************
MERC_AVAILABLE_DAY_ONE = FALSE
ALL_MERCS_AT_MERC = FALSE
;******************************************************************************************************************************
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
; your IMP Mercs.
;
; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
; Merc. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note
: before I get on with the valid settings for these two options, The INI file is NOW read at the beginning
; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
; Will need to save and exit the game, change the settings and then start the game back up to create the next
; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
;
; Here are the valid settings for personalities and Attitudes:
;
; PERSONALITIES:
;
; Normal = 0
; Heat Intolerant = 1
; Nervous = 2
; Claustrophobic = 3
; NonSwimmer = 4
; Fear of Insects = 5
; Forgetful = 6
; Psycho = 7
;
; ATTITUDES:
;
; NORMAL = 0
; FRIENDLY = 1
; LONER = 2
; OPTIMIST = 3
; PESSIMIST = 4
; AGGRESSIVE = 5
; ARROGANT = 6
; BIG_SHOT = 7
; ASSHOLE = 8
; COWARD = 9
;******************************************************************************************************************************
USE_RANDOM_PERSONALITY = TRUE
CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,97 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
AmmoCaliber - caliber string listed in item's description box
BRCaliber - caliber string listed at BR's
BurstSound - sound file prefix for bursts
The items in this file match up to the ubCalibre stat in Magazines.xml. The number there points to the ordered location of the item here.
-->
<AMMOLIST>
<AMMO>
<AmmoCaliber>0</AmmoCaliber>
<BRCaliber>0</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.38 cal</AmmoCaliber>
<BRCaliber>.38 cal</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>9mm</AmmoCaliber>
<BRCaliber>9mm</BRCaliber>
<BurstSound>9mm Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.45 cal</AmmoCaliber>
<BRCaliber>.45 cal</BRCaliber>
<BurstSound>45 Caliber Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>.357 cal</AmmoCaliber>
<BRCaliber>.357 cal</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>12 gauge</AmmoCaliber>
<BRCaliber>12 gauge</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>CAWS</AmmoCaliber>
<BRCaliber>CAWS</BRCaliber>
<BurstSound>Shotgun Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.45mm</AmmoCaliber>
<BRCaliber>5.45mm</BRCaliber>
<BurstSound>5,45 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.56mm</AmmoCaliber>
<BRCaliber>5.56mm</BRCaliber>
<BurstSound>5,56 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>7.62mm NATO</AmmoCaliber>
<BRCaliber>7.62mm N.</BRCaliber>
<BurstSound>7,62 NATO Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>7.62mm WP</AmmoCaliber>
<BRCaliber>7.62mm WP</BRCaliber>
<BurstSound>7,62 WP Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>4.7mm</AmmoCaliber>
<BRCaliber>4.7mm</BRCaliber>
<BurstSound>4,7 Caliber Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>5.7mm</AmmoCaliber>
<BRCaliber>5.7mm</BRCaliber>
<BurstSound>5,7 Burst </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>Monster</AmmoCaliber>
<BRCaliber>Monster</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>Rocket</AmmoCaliber>
<BRCaliber>Rocket</BRCaliber>
<BurstSound>RL Automatic </BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber></AmmoCaliber>
<BRCaliber>dart</BRCaliber>
<BurstSound></BurstSound>
</AMMO>
<AMMO>
<AmmoCaliber>flame</AmmoCaliber>
<BRCaliber></BRCaliber>
<BurstSound></BurstSound>
</AMMO>
</AMMOLIST>
@@ -0,0 +1,423 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
fontColour - (0-255) font colour of ammo on interface
grayed - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
offNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
onNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
structureImpactReductionMultiplier + Divisor - reduction of damage from bullet contact with structure (lower total = better penetration)
armourImpactReductionMultiplier + Divisor - reduction of damage from bullet impact with armour (lower total = better penetration)
beforeArmourDamageMultiplier + Divisor - extra damage caused before penetrating armour
afterArmourDamageMultiplier + Divisor - extra damage caused after penetrating armour
zeroMinimumDamage - (0/1) minimum possible damage caused is zero
canGoThrough - (0/1) bullet is able to penetrate multiple soft targets
standardIssue - (0/1) ammo is standard issue for enemy (greater chance of appearing) - used for AP ammo in rifles, etc.
numberOfBullets - (1-9) number of bullets fired in a single shot - normally used with buckshot, limited to 1 - 9 for now
multipleBulletDamageMultiplier + Divisor - modifier for each bullet fired by a single shot (for example, default buckshot is 1/4 with 9 bullets)
highExplosive - (0/1) high explosive ammunition
explosionSize - (0-3) 0=none, 1=small, 2=medium, 3=large - size of explosion for high explosive ammo
antiTank - (0/1) actually does some damage against tanks
dart - (0/1) tranquilizer dart effect
knife - (0/1) knife ammo
monsterSpit - (0/1) monster spit - causes blindness, creates a gas effect, etc.
acidic - (0/1) causes serious armour degradation, like monster spit
ignoreArmour - (0/1) ignore vests and leggings, like knives and monster spit
lockBustingPower - if greater than zero, this ammo type will always hit locks, and can break locks with a SmashDifficulty (see BinaryData\Locks.bin) less than the lockBustingPower. This stat is also added to the damage done to the lock.
-->
<AMMOTYPELIST>
<AMMOTYPE>
<uiIndex>0</uiIndex> <!-- Regular ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>1</uiIndex> <!-- HP ammo -->
<fontColour>24</fontColour>
<grayed>12</grayed>
<offNormal>9</offNormal>
<onNormal>11</onNormal>
<structureImpactReductionMultiplier>2</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>2</uiIndex> <!-- AP ammo -->
<fontColour>218</fontColour>
<grayed>8</grayed>
<offNormal>5</offNormal>
<onNormal>7</onNormal>
<structureImpactReductionMultiplier>3</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>4</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>3</uiIndex> <!-- Super AP ammo -->
<fontColour>218</fontColour>
<grayed>8</grayed>
<offNormal>5</offNormal>
<onNormal>7</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>2</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>1</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>4</uiIndex> <!-- Buckshot ammo -->
<fontColour>125</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>9</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>5</uiIndex> <!-- Flechette ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>6</uiIndex> <!-- Grenade ammo -->
<fontColour>75</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>2</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>7</uiIndex> <!-- Monster ammo - hardcoded as ammo for monster class weapons -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>1</monsterSpit>
<acidic>1</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>8</uiIndex> <!-- Knife ammo - hardcoded as ammo for throwing knives -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>1</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>9</uiIndex> <!-- HE ammo -->
<fontColour>75</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>10</uiIndex> <!-- HEAT ammo -->
<fontColour>76</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>3</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>4</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>4</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>3</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>1</highExplosive>
<explosionSize>1</explosionSize>
<antiTank>1</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>11</uiIndex> <!-- Tranquilizer dart ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>1</zeroMinimumDamage>
<canGoThrough>0</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>1</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>1</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>12</uiIndex> <!-- Flamethrower ammo -->
<fontColour>136</fontColour>
<grayed>4</grayed>
<offNormal>1</offNormal>
<onNormal>3</onNormal>
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
<zeroMinimumDamage>0</zeroMinimumDamage>
<canGoThrough>1</canGoThrough>
<standardIssue>0</standardIssue>
<numberOfBullets>1</numberOfBullets>
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
<highExplosive>0</highExplosive>
<explosionSize>0</explosionSize>
<antiTank>0</antiTank>
<dart>0</dart>
<knife>0</knife>
<monsterSpit>0</monsterSpit>
<acidic>0</acidic>
<ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower>
<acidic>0</acidic>
</AMMOTYPE>
</AMMOTYPELIST>
@@ -0,0 +1,244 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match ubClassIndex in items.xml
ubArmourClass - type of armour
ubProtection - protection offered by armour
ubDegradePercent - how fast the armour's status decreases
ARMOUR CLASSES:
ARMOURCLASS_HELMET, 0
ARMOURCLASS_VEST, 1
ARMOURCLASS_LEGGINGS, 2
ARMOURCLASS_PLATE, 3
ARMOURCLASS_MONST, 4
ARMOURCLASS_VEHICLE, 5
-->
<ARMOURLIST>
<ARMOUR>
<uiIndex>0</uiIndex> <!-- Flak Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>10</ubProtection>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>1</uiIndex> <!-- Flak-18 Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>13</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>2</uiIndex> <!-- C.Flak Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>3</uiIndex> <!-- Kevlar Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>15</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>4</uiIndex> <!-- Kevlar-18 Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>5</uiIndex> <!-- C.Kevlar Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>24</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>6</uiIndex> <!-- Spectra Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>30</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>7</uiIndex> <!-- Spec-18 Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>36</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>8</uiIndex> <!-- C.Spec Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>42</ubProtection>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>9</uiIndex> <!-- Kevlar Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>15</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>10</uiIndex> <!-- Kevlar-18 Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>19</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>11</uiIndex> <!-- C.Kevlar Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>24</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>12</uiIndex> <!-- Spectra Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>30</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>13</uiIndex> <!-- Spec-18 Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>36</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>14</uiIndex> <!-- C.Spec Pants -->
<ubArmourClass>2</ubArmourClass>
<ubProtection>42</ubProtection>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>15</uiIndex> <!-- Steel Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>10</ubProtection>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>16</uiIndex> <!-- Kevlar Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>15</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>17</uiIndex> <!-- Kvlr-18 Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>19</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>18</uiIndex> <!-- C.Kvlr Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>24</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>19</uiIndex> <!-- Spectra Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>30</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>20</uiIndex> <!-- Spec-18 Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>36</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>21</uiIndex> <!-- C.Spec Helmet -->
<ubArmourClass>0</ubArmourClass>
<ubProtection>42</ubProtection>
<ubDegradePercent>5</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>22</uiIndex> <!-- Ceramic Plates -->
<ubArmourClass>3</ubArmourClass>
<ubProtection>15</ubProtection>
<ubDegradePercent>200</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>23</uiIndex> <!-- Infant Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>3</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>24</uiIndex> <!-- Kiddy Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>5</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>25</uiIndex> <!-- Adult Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>6</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>26</uiIndex> <!-- Queen Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>20</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>27</uiIndex> <!-- Leather Jacket -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>2</ubProtection>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>28</uiIndex> <!-- Kvlr Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>12</ubProtection>
<ubDegradePercent>30</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>29</uiIndex> <!-- Kvlr-18 Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>16</ubProtection>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>30</uiIndex> <!-- C.Kvlr Leather -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>19</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>31</uiIndex> <!-- YF Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>7</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>32</uiIndex> <!-- OF Hide -->
<ubArmourClass>4</ubArmourClass>
<ubProtection>8</ubProtection>
<ubDegradePercent>0</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>33</uiIndex> <!-- T-Shirt -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>1</ubProtection>
<ubDegradePercent>25</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>34</uiIndex> <!-- Guardian Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>22</ubProtection>
<ubDegradePercent>20</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>35</uiIndex> <!-- T. Guard Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>27</ubProtection>
<ubDegradePercent>15</ubDegradePercent>
</ARMOUR>
<ARMOUR>
<uiIndex>36</uiIndex> <!-- C. Guard Vest -->
<ubArmourClass>1</ubArmourClass>
<ubProtection>32</ubProtection>
<ubDegradePercent>10</ubDegradePercent>
</ARMOUR>
</ARMOURLIST>
@@ -0,0 +1,16 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>0</sItemIndex> <!-- Nada -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,49 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
usItem - original item's index
usAttachment1 - first attachment item index
usAttachment2 - second attachment item index
usResult - resulting item index
-->
<ATTACHMENTCOMBOMERGELIST>
<ATTACHMENTCOMBOMERGE>
<uiIndex>0</uiIndex>
<usItem>305</usItem> <!-- Rod -->
<usAttachment1>306</usAttachment1> <!-- Spring -->
<usAttachment2>0</usAttachment2> <!-- Nada -->
<usResult>307</usResult> <!-- Rod & Spring -->
</ATTACHMENTCOMBOMERGE>
<ATTACHMENTCOMBOMERGE>
<uiIndex>1</uiIndex>
<usItem>308</usItem> <!-- Steel Tube -->
<usAttachment1>309</usAttachment1> <!-- Quick Glue -->
<usAttachment2>304</usAttachment2> <!-- Duct Tape -->
<usResult>310</usResult> <!-- Extender -->
</ATTACHMENTCOMBOMERGE>
<ATTACHMENTCOMBOMERGE>
<uiIndex>2</uiIndex>
<usItem>318</usItem> <!-- FumblePak -->
<usAttachment1>319</usAttachment1> <!-- X-ray Tube -->
<usAttachment2>320</usAttachment2> <!-- Gum -->
<usResult>321</usResult> <!-- X-ray Device -->
</ATTACHMENTCOMBOMERGE>
<ATTACHMENTCOMBOMERGE>
<uiIndex>3</uiIndex>
<usItem>315</usItem> <!-- LameBoy -->
<usAttachment1>316</usAttachment1> <!-- Copper Wire -->
<usAttachment2>0</usAttachment2> <!-- Nada -->
<usResult>317</usResult> <!-- Display Unit -->
</ATTACHMENTCOMBOMERGE>
<ATTACHMENTCOMBOMERGE>
<uiIndex>4</uiIndex>
<usItem>264</usItem> <!-- Platinum Watch -->
<usAttachment1>316</usAttachment1> <!-- Copper Wire -->
<usAttachment2>0</usAttachment2> <!-- Nada -->
<usResult>223</usResult> <!-- Detonator -->
</ATTACHMENTCOMBOMERGE>
</ATTACHMENTCOMBOMERGELIST>
@@ -0,0 +1,132 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - doesn't match to items.xml
usItem - index of attachment item
uiItemClass - type of item it can be attached to (see items.xml)
bAttachmentSkillCheck - type of check to perform when attaching item, see below
bAttachmentSkillCheckMod - modifier to skill check
SKILL CHECKS:
NO_CHECK, 0
LOCKPICKING_CHECK, 1
ELECTRONIC_LOCKPICKING_CHECK, 2
ATTACHING_DETONATOR_CHECK, 3
ATTACHING_REMOTE_DETONATOR_CHECK, 4
PLANTING_BOMB_CHECK, 5
PLANTING_REMOTE_BOMB_CHECK, 6
OPEN_WITH_CROWBAR, 7
SMASH_DOOR_CHECK, 8
DISARM_TRAP_CHECK, 9
UNJAM_GUN_CHECK, 10
NOTICE_DART_CHECK, 11
LIE_TO_QUEEN_CHECK, 12
ATTACHING_SPECIAL_ITEM_CHECK, 13
ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, 14
DISARM_ELECTRONIC_TRAP_CHECK, 15
-->
<ATTACHMENTINFOLIST>
<ATTACHMENTINFO>
<uiIndex>0</uiIndex>
<usItem>207</usItem> <!-- Silencer -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>1</uiIndex>
<usItem>208</usItem> <!-- Sniper Scope -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>2</uiIndex>
<usItem>241</usItem> <!-- Laser Scope -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>3</uiIndex>
<usItem>209</usItem> <!-- Bipod -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>4</uiIndex>
<usItem>50</usItem> <!-- Talon -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>5</uiIndex>
<usItem>244</usItem> <!-- Duckbill -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>6</uiIndex>
<usItem>307</usItem> <!-- Rod & Spring -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>7</uiIndex>
<usItem>310</usItem> <!-- Extender -->
<uiItemClass>2</uiItemClass>
<bAttachmentSkillCheck>13</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>8</uiIndex>
<usItem>223</usItem> <!-- Detonator -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>3</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>9</uiIndex>
<usItem>224</usItem> <!-- Remote Det. -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>4</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-10</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>10</uiIndex>
<usItem>224</usItem> <!-- Remote Det. -->
<uiItemClass>512</uiItemClass>
<bAttachmentSkillCheck>4</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-10</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>11</uiIndex>
<usItem>319</usItem> <!-- X-ray Tube -->
<uiItemClass>1</uiItemClass>
<bAttachmentSkillCheck>14</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>-15</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>12</uiIndex>
<usItem>316</usItem> <!-- Copper Wire -->
<uiItemClass>1</uiItemClass>
<bAttachmentSkillCheck>14</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>20</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
<ATTACHMENTINFO>
<uiIndex>13</uiIndex>
<usItem>183</usItem> <!-- Ceramic Plates -->
<uiItemClass>2048</uiItemClass>
<bAttachmentSkillCheck>0</bAttachmentSkillCheck>
<bAttachmentSkillCheckMod>0</bAttachmentSkillCheckMod>
</ATTACHMENTINFO>
</ATTACHMENTINFOLIST>
@@ -0,0 +1,823 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
attachmentIndex - the item index of the attachment
itemIndex - the item index of the item to attach it to
-->
<ATTACHMENTLIST>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>1</itemIndex> <!-- Glock 17 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>2</itemIndex> <!-- Glock 18 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>3</itemIndex> <!-- Beretta 92F -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>4</itemIndex> <!-- Beretta 93R -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>5</itemIndex> <!-- .38 S&W -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>6</itemIndex> <!-- Barracuda -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>7</itemIndex> <!-- Desert Eagle -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>8</itemIndex> <!-- Colt .45 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>9</itemIndex> <!-- MP5K -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>10</itemIndex> <!-- MAC-10 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>11</itemIndex> <!-- Thompson -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>207</attachmentIndex> <!-- Silencer -->
<itemIndex>15</itemIndex> <!-- P90 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>12</itemIndex> <!-- Commando -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>17</itemIndex> <!-- SKS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>18</itemIndex> <!-- Dragunov -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>19</itemIndex> <!-- M24 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>30</itemIndex> <!-- G11 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>68</itemIndex> <!-- nada -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>67</itemIndex> <!-- nada -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex> <!-- Sniper Scope -->
<itemIndex>69</itemIndex> <!-- nada -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>1</itemIndex> <!-- Glock 17 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>2</itemIndex> <!-- Glock 18 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>3</itemIndex> <!-- Beretta 92F -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>4</itemIndex> <!-- Beretta 93R -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>5</itemIndex> <!-- .38 S&W -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>6</itemIndex> <!-- Barracuda -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>7</itemIndex> <!-- Desert Eagle -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>8</itemIndex> <!-- Colt .45 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>9</itemIndex> <!-- MP5K -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>10</itemIndex> <!-- MAC-10 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>11</itemIndex> <!-- Thompson -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>12</itemIndex> <!-- Commando -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>13</itemIndex> <!-- MP53 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>14</itemIndex> <!-- AKSU-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>15</itemIndex> <!-- P90 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>16</itemIndex> <!-- Type-85 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>17</itemIndex> <!-- SKS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>18</itemIndex> <!-- Dragunov -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>19</itemIndex> <!-- M24 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>30</itemIndex> <!-- G11 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>31</itemIndex> <!-- M870 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>32</itemIndex> <!-- SPAS-15 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>33</itemIndex> <!-- CAWS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>34</itemIndex> <!-- Minimi -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>35</itemIndex> <!-- RPK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>36</itemIndex> <!-- H&K 21 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>241</attachmentIndex> <!-- Laser Scope -->
<itemIndex>56</itemIndex> <!-- Automag -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>17</itemIndex> <!-- SKS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>18</itemIndex> <!-- Dragunov -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>19</itemIndex> <!-- M24 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>30</itemIndex> <!-- G11 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>33</itemIndex> <!-- CAWS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>34</itemIndex> <!-- Minimi -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>35</itemIndex> <!-- RPK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>209</attachmentIndex> <!-- Bipod -->
<itemIndex>36</itemIndex> <!-- H&K 21 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>244</attachmentIndex> <!-- Duckbill -->
<itemIndex>31</itemIndex> <!-- M870 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>244</attachmentIndex> <!-- Duckbill -->
<itemIndex>32</itemIndex> <!-- SPAS-15 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>244</attachmentIndex> <!-- Duckbill -->
<itemIndex>33</itemIndex> <!-- CAWS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>12</itemIndex> <!-- Commando -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>14</itemIndex> <!-- AKSU-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>50</attachmentIndex> <!-- Talon -->
<itemIndex>69</itemIndex> <!-- nada -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>1</itemIndex> <!-- Glock 17 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>2</itemIndex> <!-- Glock 18 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>3</itemIndex> <!-- Beretta 92F -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>4</itemIndex> <!-- Beretta 93R -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>5</itemIndex> <!-- .38 S&W -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>6</itemIndex> <!-- Barracuda -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>7</itemIndex> <!-- Desert Eagle -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>8</itemIndex> <!-- Colt .45 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>9</itemIndex> <!-- MP5K -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>10</itemIndex> <!-- MAC-10 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>11</itemIndex> <!-- Thompson -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>12</itemIndex> <!-- Commando -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>13</itemIndex> <!-- MP53 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>14</itemIndex> <!-- AKSU-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>15</itemIndex> <!-- P90 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>16</itemIndex> <!-- Type-85 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>17</itemIndex> <!-- SKS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>18</itemIndex> <!-- Dragunov -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>19</itemIndex> <!-- M24 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>30</itemIndex> <!-- G11 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>31</itemIndex> <!-- M870 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>32</itemIndex> <!-- SPAS-15 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>33</itemIndex> <!-- CAWS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>34</itemIndex> <!-- Minimi -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>35</itemIndex> <!-- RPK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>36</itemIndex> <!-- H&K 21 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>307</attachmentIndex> <!-- Rod & Spring -->
<itemIndex>56</itemIndex> <!-- Automag -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>1</itemIndex> <!-- Glock 17 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>2</itemIndex> <!-- Glock 18 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>3</itemIndex> <!-- Beretta 92F -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>4</itemIndex> <!-- Beretta 93R -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>5</itemIndex> <!-- .38 S&W -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>6</itemIndex> <!-- Barracuda -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>7</itemIndex> <!-- Desert Eagle -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>8</itemIndex> <!-- Colt .45 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>9</itemIndex> <!-- MP5K -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>10</itemIndex> <!-- MAC-10 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>11</itemIndex> <!-- Thompson -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>12</itemIndex> <!-- Commando -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>13</itemIndex> <!-- MP53 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>14</itemIndex> <!-- AKSU-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>15</itemIndex> <!-- P90 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>16</itemIndex> <!-- Type-85 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>17</itemIndex> <!-- SKS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>18</itemIndex> <!-- Dragunov -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>19</itemIndex> <!-- M24 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>20</itemIndex> <!-- Steyr -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>21</itemIndex> <!-- G41 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>22</itemIndex> <!-- Mini-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>23</itemIndex> <!-- C-7 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>24</itemIndex> <!-- FA-MAS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>25</itemIndex> <!-- AK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>26</itemIndex> <!-- AKM -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>27</itemIndex> <!-- M-14 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>28</itemIndex> <!-- FN-FAL -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>29</itemIndex> <!-- G3A3 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>30</itemIndex> <!-- G11 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>31</itemIndex> <!-- M870 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>32</itemIndex> <!-- SPAS-15 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>33</itemIndex> <!-- CAWS -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>34</itemIndex> <!-- Minimi -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>35</itemIndex> <!-- RPK-74 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>36</itemIndex> <!-- H&K 21 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>310</attachmentIndex> <!-- Extender -->
<itemIndex>56</itemIndex> <!-- Automag -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>223</attachmentIndex> <!-- Detonator -->
<itemIndex>137</itemIndex> <!-- TNT -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>223</attachmentIndex> <!-- Detonator -->
<itemIndex>138</itemIndex> <!-- HMX -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>223</attachmentIndex> <!-- Detonator -->
<itemIndex>139</itemIndex> <!-- C1 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>223</attachmentIndex> <!-- Detonator -->
<itemIndex>142</itemIndex> <!-- C4 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>224</attachmentIndex> <!-- Remote Det. -->
<itemIndex>137</itemIndex> <!-- TNT -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>224</attachmentIndex> <!-- Remote Det. -->
<itemIndex>138</itemIndex> <!-- HMX -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>224</attachmentIndex> <!-- Remote Det. -->
<itemIndex>139</itemIndex> <!-- C1 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>224</attachmentIndex> <!-- Remote Det. -->
<itemIndex>142</itemIndex> <!-- C4 -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>161</itemIndex> <!-- Flak Jacket -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>162</itemIndex> <!-- Flak-18 Jacket -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>163</itemIndex> <!-- C.Flak Jacket -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>164</itemIndex> <!-- Kevlar Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>165</itemIndex> <!-- Kevlar-18 Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>166</itemIndex> <!-- C.Kevlar Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>167</itemIndex> <!-- Spectra Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>168</itemIndex> <!-- Spec-18 Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>169</itemIndex> <!-- C.Spec Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>196</itemIndex> <!-- Guardian Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>197</itemIndex> <!-- T. Guard Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>183</attachmentIndex> <!-- Ceramic Plates -->
<itemIndex>198</itemIndex> <!-- C. Guard Vest -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>306</attachmentIndex> <!-- Spring -->
<itemIndex>305</itemIndex> <!-- Rod -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>309</attachmentIndex> <!-- Quick Glue -->
<itemIndex>308</itemIndex> <!-- Steel Tube -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>304</attachmentIndex> <!-- Duct Tape -->
<itemIndex>308</itemIndex> <!-- Steel Tube -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>319</attachmentIndex> <!-- X-ray Tube -->
<itemIndex>318</itemIndex> <!-- FumblePak -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>320</attachmentIndex> <!-- Gum -->
<itemIndex>318</itemIndex> <!-- FumblePak -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>322</attachmentIndex> <!-- Batteries -->
<itemIndex>324</itemIndex> <!-- X-ray Detector -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>316</attachmentIndex> <!-- Copper Wire -->
<itemIndex>315</itemIndex> <!-- LameBoy -->
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>316</attachmentIndex> <!-- Copper Wire -->
<itemIndex>264</itemIndex> <!-- Platinum Watch -->
</ATTACHMENT>
</ATTACHMENTLIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,168 @@
<CITY_INFO>
<CITYLIST>
<CITY>
<uiIndex>1</uiIndex>
<szName>Omerta</szName>
<baseSector>
<x>9</x>
<y>1</y>
</baseSector>
<townPoint>
<x>90</x>
<y>10</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>2</uiIndex>
<szName>Drassen</szName>
<baseSector>
<x>13</x>
<y>2</y>
</baseSector>
<townPoint>
<x>125</x>
<y>40</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>3</uiIndex>
<szName>Alma</szName>
<baseSector>
<x>13</x>
<y>8</y>
</baseSector>
<townPoint>
<x>130</x>
<y>90</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>4</uiIndex>
<szName>Grumm</szName>
<baseSector>
<x>1</x>
<y>7</y>
</baseSector>
<townPoint>
<x>15</x>
<y>80</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>5</uiIndex>
<szName>Tixa</szName>
<baseSector>
<x>8</x>
<y>9</y>
</baseSector>
<townPoint>
<x>85</x>
<y>100</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>6</uiIndex>
<szName>Cambria</szName>
<baseSector>
<x>8</x>
<y>6</y>
</baseSector>
<townPoint>
<x>95</x>
<y>70</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>7</uiIndex>
<szName>San Mona</szName>
<baseSector>
<x>4</x>
<y>2</y>
</baseSector>
<townPoint>
<x>45</x>
<y>40</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>8</uiIndex>
<szName>Estoni</szName>
<baseSector>
<x>5</x>
<y>8</y>
</baseSector>
<townPoint>
<x>55</x>
<y>90</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>9</uiIndex>
<szName>Orta</szName>
<baseSector>
<x>3</x>
<y>10</y>
</baseSector>
<townPoint>
<x>35</x>
<y>110</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>10</uiIndex>
<szName>Balime</szName>
<baseSector>
<x>11</x>
<y>11</y>
</baseSector>
<townPoint>
<x>110</x>
<y>120</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>11</uiIndex>
<szName>Meduna</szName>
<baseSector>
<x>3</x>
<y>14</y>
</baseSector>
<townPoint>
<x>45</x>
<y>150</y>
</townPoint>
</CITY>
<CITY>
<uiIndex>12</uiIndex>
<szName>Chitzena</szName>
<baseSector>
<x>2</x>
<y>1</y>
</baseSector>
<townPoint>
<x>15</x>
<y>20</y>
</townPoint>
</CITY>
</CITYLIST>
<CITY_TABLE>
<CITY_TABLE_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="01"> 0 0 12 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="02"> 0 0 12 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="03"> 0 0 0 0 0 7 7 0 0 0 0 0 0 2 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="04"> 0 0 0 0 7 7 0 0 0 0 0 0 0 2 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="05"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="06"> 0 0 0 0 0 0 0 0 6 6 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="07"> 0 4 4 0 0 0 0 0 6 6 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="08"> 0 4 4 4 0 0 0 0 6 0 0 0 0 3 3 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="09"> 0 0 0 0 0 0 8 0 0 0 0 0 0 3 3 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="10"> 0 0 0 0 0 0 0 0 0 5 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="11"> 0 0 0 0 9 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="12"> 0 0 0 0 0 0 0 0 0 0 0 10 10 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="13"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="14"> 0 0 0 11 11 11 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="15"> 0 0 0 11 11 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="16"> 0 0 0 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
<CITY_TABLE_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </CITY_TABLE_ROW>
</CITY_TABLE>
</CITY_INFO>
@@ -0,0 +1,161 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
itemIndex - index of the first face item
compatiblefaceitemIndex - index of the compatible face item
You must pair entries to make face items truly compatible. Ie: you need gas mask / ext. ear AND ext. ear / gas mask
-->
<COMPATIBLEFACEITEMLIST>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>210</compatiblefaceitemIndex> <!-- Extended Ear -->
<itemIndex>211</itemIndex> <!-- Night Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>210</compatiblefaceitemIndex> <!-- Extended Ear -->
<itemIndex>246</itemIndex> <!-- UV Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>210</compatiblefaceitemIndex> <!-- Extended Ear -->
<itemIndex>212</itemIndex> <!-- Sun Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>210</compatiblefaceitemIndex> <!-- Extended Ear -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>210</compatiblefaceitemIndex> <!-- Extended Ear -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>266</compatiblefaceitemIndex> <!-- Walkman -->
<itemIndex>211</itemIndex> <!-- Night Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>266</compatiblefaceitemIndex> <!-- Walkman -->
<itemIndex>246</itemIndex> <!-- UV Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>266</compatiblefaceitemIndex> <!-- Walkman -->
<itemIndex>212</itemIndex> <!-- Sun Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>266</compatiblefaceitemIndex> <!-- Walkman -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>266</compatiblefaceitemIndex> <!-- Walkman -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>211</compatiblefaceitemIndex> <!-- Night Goggles -->
<itemIndex>210</itemIndex> <!-- Extended Ear -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>211</compatiblefaceitemIndex> <!-- Night Goggles -->
<itemIndex>266</itemIndex> <!-- Walkman -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>211</compatiblefaceitemIndex> <!-- Night Goggles -->
<itemIndex>259</itemIndex> <!-- Robot Remote -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>211</compatiblefaceitemIndex> <!-- Night Goggles -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>211</compatiblefaceitemIndex> <!-- Night Goggles -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>212</compatiblefaceitemIndex> <!-- Sun Goggles -->
<itemIndex>210</itemIndex> <!-- Extended Ear -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>212</compatiblefaceitemIndex> <!-- Sun Goggles -->
<itemIndex>266</itemIndex> <!-- Walkman -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>212</compatiblefaceitemIndex> <!-- Sun Goggles -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>212</compatiblefaceitemIndex> <!-- Sun Goggles -->
<itemIndex>259</itemIndex> <!-- Robot Remote -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>212</compatiblefaceitemIndex> <!-- Sun Goggles -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>246</compatiblefaceitemIndex> <!-- UV Goggles -->
<itemIndex>210</itemIndex> <!-- Extended Ear -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>246</compatiblefaceitemIndex> <!-- UV Goggles -->
<itemIndex>266</itemIndex> <!-- Walkman -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>246</compatiblefaceitemIndex> <!-- UV Goggles -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>246</compatiblefaceitemIndex> <!-- UV Goggles -->
<itemIndex>259</itemIndex> <!-- Robot Remote -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>246</compatiblefaceitemIndex> <!-- UV Goggles -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>210</itemIndex> <!-- Extended Ear -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>266</itemIndex> <!-- Walkman -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>211</itemIndex> <!-- Night Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>246</itemIndex> <!-- UV Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>212</itemIndex> <!-- Sun Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>259</itemIndex> <!-- Robot Remote -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>213</compatiblefaceitemIndex> <!-- Gas Mask -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>259</compatiblefaceitemIndex> <!-- Robot Remote -->
<itemIndex>211</itemIndex> <!-- Night Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>259</compatiblefaceitemIndex> <!-- Robot Remote -->
<itemIndex>246</itemIndex> <!-- UV Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>259</compatiblefaceitemIndex> <!-- Robot Remote -->
<itemIndex>212</itemIndex> <!-- Sun Goggles -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>259</compatiblefaceitemIndex> <!-- Robot Remote -->
<itemIndex>213</itemIndex> <!-- Gas Mask -->
</COMPATIBLEFACEITEM>
<COMPATIBLEFACEITEM>
<compatiblefaceitemIndex>259</compatiblefaceitemIndex> <!-- Robot Remote -->
<itemIndex>0</itemIndex> <!-- Nada -->
</COMPATIBLEFACEITEM>
</COMPATIBLEFACEITEMLIST>
@@ -0,0 +1,166 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>131</sItemIndex> <!-- Stun Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>132</sItemIndex> <!-- Tear Gas -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>133</sItemIndex> <!-- Mustard Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>134</sItemIndex> <!-- Mini Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>135</sItemIndex> <!-- Hand Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>151</sItemIndex> <!-- Smoke Grenade -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>147</sItemIndex> <!-- 40mm Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>148</sItemIndex> <!-- 40mm Tear Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>149</sItemIndex> <!-- 40mm Stun -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>150</sItemIndex> <!-- 40mm Smoke -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>140</sItemIndex> <!-- Mortar Shell -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>111</sItemIndex> <!-- Minirockets, AP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>112</sItemIndex> <!-- Minirockets, HE -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>113</sItemIndex> <!-- Minirockets, HEAP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>223</sItemIndex> <!-- Detonator -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>224</sItemIndex> <!-- Remote Det. -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>242</sItemIndex> <!-- Remote Trigger -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>141</sItemIndex> <!-- Mine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>136</sItemIndex> <!-- RDX -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>137</sItemIndex> <!-- TNT -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>139</sItemIndex> <!-- C1 -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>138</sItemIndex> <!-- HMX -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>142</sItemIndex> <!-- C4 -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>23</uiIndex>
<sItemIndex>145</sItemIndex> <!-- Shaped Charge -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>24</uiIndex>
<sItemIndex>40</sItemIndex> <!-- M79 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>25</uiIndex>
<sItemIndex>50</sItemIndex> <!-- Talon -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>26</uiIndex>
<sItemIndex>51</sItemIndex> <!-- LAW -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>27</uiIndex>
<sItemIndex>41</sItemIndex> <!-- Mortar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>28</uiIndex>
<sItemIndex>215</sItemIndex> <!-- Metal Detector -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>29</uiIndex>
<sItemIndex>243</sItemIndex> <!-- Wire Cutters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>30</uiIndex>
<sItemIndex>304</sItemIndex> <!-- Duct Tape -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,620 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array - Do Not add new entries to this array!
ubChoices - number of valid choices in this entry - VERY IMPORTANT!!!!! MAKE SURE THIS NUMBER MATCHES THE NUMBER OF CHOICES AVAILABLE OTHERWISE YOUR GAME _WILL_ CRASH!!!!!!!!!!!
bItemNoXX(1-50) - item index of gun to allow, invalid choices should be -1
Indexes:
0 - low powered pistols
1 - high powered pistols/shtgn
2 - low SMGs/shtgn
3 - low rifles
4 - high SMGs
5 - medium rifles
6 - sniper rifles
7 - high rifles
8 - best rifles
9 - machine guns
10- rocket rifles / machine guns
-->
<ENEMYGUNCHOICESLIST>
<ENEMYGUNCHOICES>
<uiIndex>0</uiIndex>
<ubChoices>6</ubChoices>
<bItemNo1>5</bItemNo1> <!-- .38 S&W -->
<bItemNo2>6</bItemNo2> <!-- Barracuda -->
<bItemNo3>7</bItemNo3> <!-- Desert Eagle -->
<bItemNo4>1</bItemNo4> <!-- Glock 17 -->
<bItemNo5>8</bItemNo5> <!-- Colt .45 -->
<bItemNo6>3</bItemNo6> <!-- Beretta 92F -->
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>1</uiIndex>
<ubChoices>3</ubChoices>
<bItemNo1>2</bItemNo1> <!-- Glock 18 -->
<bItemNo2>4</bItemNo2> <!-- Beretta 93R -->
<bItemNo3>31</bItemNo3> <!-- M870 -->
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>2</uiIndex>
<ubChoices>4</ubChoices>
<bItemNo1>16</bItemNo1> <!-- Type-85 -->
<bItemNo2>11</bItemNo2> <!-- Thompson -->
<bItemNo3>9</bItemNo3> <!-- MP5K -->
<bItemNo4>13</bItemNo4> <!-- MP53 -->
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>3</uiIndex>
<ubChoices>3</ubChoices>
<bItemNo1>22</bItemNo1> <!-- Mini-14 -->
<bItemNo2>17</bItemNo2> <!-- SKS -->
<bItemNo3>32</bItemNo3> <!-- SPAS-15 -->
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>4</uiIndex>
<ubChoices>3</ubChoices>
<bItemNo1>10</bItemNo1> <!-- MAC-10 -->
<bItemNo2>14</bItemNo2> <!-- AKSU-74 -->
<bItemNo3>12</bItemNo3> <!-- Commando -->
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>5</uiIndex>
<ubChoices>4</ubChoices>
<bItemNo1>26</bItemNo1> <!-- AKM -->
<bItemNo2>29</bItemNo2> <!-- G3A3 -->
<bItemNo3>21</bItemNo3> <!-- G41 -->
<bItemNo4>25</bItemNo4> <!-- AK-74 -->
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>6</uiIndex>
<ubChoices>2</ubChoices>
<bItemNo1>18</bItemNo1> <!-- Dragunov -->
<bItemNo2>19</bItemNo2> <!-- M24 -->
<bItemNo3>-1</bItemNo3>
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>7</uiIndex>
<ubChoices>4</ubChoices>
<bItemNo1>24</bItemNo1> <!-- FA-MAS -->
<bItemNo2>27</bItemNo2> <!-- M-14 -->
<bItemNo3>20</bItemNo3> <!-- Steyr -->
<bItemNo4>23</bItemNo4> <!-- C-7 -->
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>8</uiIndex>
<ubChoices>1</ubChoices>
<bItemNo1>28</bItemNo1> <!-- FN-FAL -->
<bItemNo2>-1</bItemNo2>
<bItemNo3>-1</bItemNo3>
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>9</uiIndex>
<ubChoices>3</ubChoices>
<bItemNo1>34</bItemNo1> <!-- Minimi -->
<bItemNo2>35</bItemNo2> <!-- RPK-74 -->
<bItemNo3>36</bItemNo3> <!-- H&K 21 -->
<bItemNo4>-1</bItemNo4>
<bItemNo5>-1</bItemNo5>
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
<ENEMYGUNCHOICES>
<uiIndex>10</uiIndex>
<ubChoices>5</ubChoices>
<bItemNo1>55</bItemNo1> <!-- Rocket Rifle -->
<bItemNo2>65</bItemNo2> <!-- A. R. Rifle -->
<bItemNo3>35</bItemNo3> <!-- RPK-74 -->
<bItemNo4>36</bItemNo4> <!-- H&K 21 -->
<bItemNo5>34</bItemNo5> <!-- Minimi -->
<bItemNo6>-1</bItemNo6>
<bItemNo7>-1</bItemNo7>
<bItemNo8>-1</bItemNo8>
<bItemNo9>-1</bItemNo9>
<bItemNo10>-1</bItemNo10>
<bItemNo11>-1</bItemNo11>
<bItemNo12>-1</bItemNo12>
<bItemNo13>-1</bItemNo13>
<bItemNo14>-1</bItemNo14>
<bItemNo15>-1</bItemNo15>
<bItemNo16>-1</bItemNo16>
<bItemNo17>-1</bItemNo17>
<bItemNo18>-1</bItemNo18>
<bItemNo19>-1</bItemNo19>
<bItemNo20>-1</bItemNo20>
<bItemNo21>-1</bItemNo21>
<bItemNo22>-1</bItemNo22>
<bItemNo23>-1</bItemNo23>
<bItemNo24>-1</bItemNo24>
<bItemNo25>-1</bItemNo25>
<bItemNo26>-1</bItemNo26>
<bItemNo27>-1</bItemNo27>
<bItemNo28>-1</bItemNo28>
<bItemNo29>-1</bItemNo29>
<bItemNo30>-1</bItemNo30>
<bItemNo31>-1</bItemNo31>
<bItemNo32>-1</bItemNo32>
<bItemNo33>-1</bItemNo33>
<bItemNo34>-1</bItemNo34>
<bItemNo35>-1</bItemNo35>
<bItemNo36>-1</bItemNo36>
<bItemNo37>-1</bItemNo37>
<bItemNo38>-1</bItemNo38>
<bItemNo39>-1</bItemNo39>
<bItemNo40>-1</bItemNo40>
<bItemNo41>-1</bItemNo41>
<bItemNo42>-1</bItemNo42>
<bItemNo43>-1</bItemNo43>
<bItemNo44>-1</bItemNo44>
<bItemNo45>-1</bItemNo45>
<bItemNo46>-1</bItemNo46>
<bItemNo47>-1</bItemNo47>
<bItemNo48>-1</bItemNo48>
<bItemNo49>-1</bItemNo49>
<bItemNo50>-1</bItemNo50>
</ENEMYGUNCHOICES>
</ENEMYGUNCHOICESLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,440 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match ubClassIndex in items.xml
ubType - type of explosion, see below
ubDamage - health damage caused by explosion
ubStunDamage - energy damage caused by explosion
ubRadius - size of explosion
ubVolume - how much noise the explosion makes (I think)
ubVolatility - how much crap it can take before it goes boom
ubAnimationID - animation to use for explosion
ubDuration - how long a smoke effect lasts
ubStartRadius - how large a smoke effect is at impact
TYPES:
EXPLOSV_NORMAL, 0
EXPLOSV_STUN, 1
EXPLOSV_TEARGAS, 2
EXPLOSV_MUSTGAS, 3
EXPLOSV_FLARE, 4
EXPLOSV_NOISE, 5
EXPLOSV_SMOKE, 6
EXPLOSV_CREATUREGAS, 7
ANIMATIONS:
NO_BLAST, 0
BLAST_1, 1
BLAST_2, 2
BLAST_3, 3
STUN_BLAST, 4
WATER_BLAST, 5
TARGAS_EXP, 6 (tear gas)
SMOKE_EXP, 7
MUSTARD_EXP, 8
-->
<EXPLOSIVELIST>
<EXPLOSIVE>
<uiIndex>0</uiIndex> <!-- Stun Grenade -->
<ubType>1</ubType>
<ubDamage>1</ubDamage>
<ubStunDamage>140</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>4</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>1</uiIndex> <!-- Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>2</uiIndex> <!-- Mustard Gas -->
<ubType>3</ubType>
<ubDamage>15</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>8</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>3</uiIndex> <!-- Mini Grenade -->
<ubType>0</ubType>
<ubDamage>15</ubDamage>
<ubStunDamage>7</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>15</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>4</uiIndex> <!-- Hand Grenade -->
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>25</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>5</uiIndex> <!-- RDX -->
<ubType>0</ubType>
<ubDamage>40</ubDamage>
<ubStunDamage>12</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>20</ubVolume>
<ubVolatility>10</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>6</uiIndex> <!-- TNT -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>7</uiIndex> <!-- HMX -->
<ubType>0</ubType>
<ubDamage>60</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>60</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>8</uiIndex> <!-- C1 -->
<ubType>0</ubType>
<ubDamage>55</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>55</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>9</uiIndex> <!-- Mortar Shell -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>22</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>10</uiIndex> <!-- Mine -->
<ubType>0</ubType>
<ubDamage>30</ubDamage>
<ubStunDamage>30</ubStunDamage>
<ubRadius>2</ubRadius>
<ubVolume>30</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>11</uiIndex> <!-- C4 -->
<ubType>0</ubType>
<ubDamage>65</ubDamage>
<ubStunDamage>30</ubStunDamage>
<ubRadius>7</ubRadius>
<ubVolume>65</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>12</uiIndex> <!-- Trip Flare -->
<ubType>4</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>10</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>13</uiIndex> <!-- Trip Klaxon -->
<ubType>5</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>50</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>14</uiIndex> <!-- Shaped Charge -->
<ubType>0</ubType>
<ubDamage>20</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>20</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>15</uiIndex> <!-- Break Light -->
<ubType>4</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>10</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>16</uiIndex> <!-- 40mm Grenade -->
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>5</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>25</ubVolume>
<ubVolatility>1</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>17</uiIndex> <!-- 40mm Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>40</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>18</uiIndex> <!-- 40mm Stun -->
<ubType>1</ubType>
<ubDamage>1</ubDamage>
<ubStunDamage>120</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>4</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>19</uiIndex> <!-- 40mm Smoke -->
<ubType>6</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>7</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>20</uiIndex> <!-- Smoke Grenade -->
<ubType>6</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>7</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>21</uiIndex> <!-- Shell -->
<ubType>0</ubType>
<ubDamage>60</ubDamage>
<ubStunDamage>20</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>60</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>22</uiIndex> <!-- Struct Ignite -->
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>0</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>23</uiIndex> <!-- Cocktail -->
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>24</uiIndex> <!-- Struct Exp -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>25</uiIndex> <!-- GB Exp -->
<ubType>0</ubType>
<ubDamage>50</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>50</ubVolume>
<ubVolatility>2</ubVolatility>
<ubAnimationID>3</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>26</uiIndex> <!-- Big Tear Gas -->
<ubType>2</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>80</ubStunDamage>
<ubRadius>4</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>6</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>27</uiIndex> <!-- S C Gas -->
<ubType>7</ubType>
<ubDamage>5</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>28</uiIndex> <!-- L C Gas -->
<ubType>7</ubType>
<ubDamage>8</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>1</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>29</uiIndex> <!-- 'small name' -->
<ubType>7</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>0</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>0</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>30</uiIndex>
<ubType>0</ubType>
<ubDamage>55</ubDamage>
<ubStunDamage>15</ubStunDamage>
<ubRadius>6</ubRadius>
<ubVolume>55</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>31</uiIndex>
<ubType>0</ubType>
<ubDamage>100</ubDamage>
<ubStunDamage>10</ubStunDamage>
<ubRadius>3</ubRadius>
<ubVolume>75</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
<EXPLOSIVE>
<uiIndex>32</uiIndex>
<ubType>0</ubType>
<ubDamage>25</ubDamage>
<ubStunDamage>200</ubStunDamage>
<ubRadius>8</ubRadius>
<ubVolume>65</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>2</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
</EXPLOSIVE>
</EXPLOSIVELIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,106 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>211</sItemIndex> <!-- Night Goggles -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>241</sItemIndex> <!-- Laser Scope -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>215</sItemIndex> <!-- Metal Detector -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>210</sItemIndex> <!-- Extended Ear -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>61</sItemIndex> <!-- Dart Gun -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>164</sItemIndex> <!-- Kevlar Vest -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>170</sItemIndex> <!-- Kevlar Pants -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>177</sItemIndex> <!-- Kevlar Helmet -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>196</sItemIndex> <!-- Guardian Vest -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>167</sItemIndex> <!-- Spectra Vest -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>173</sItemIndex> <!-- Spectra Pants -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>180</sItemIndex> <!-- Spectra Helmet -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>183</sItemIndex> <!-- Ceramic Plates -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>205</sItemIndex> <!-- Camo Kit -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>258</sItemIndex> <!-- Video Camera -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>315</sItemIndex> <!-- LameBoy -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>318</sItemIndex> <!-- FumblePak -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>264</sItemIndex> <!-- Platinum Watch -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>265</sItemIndex> <!-- Golf Clubs -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,16 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>0</sItemIndex> <!-- Nada -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,61 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>220</sItemIndex> <!-- Jar -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>218</sItemIndex> <!-- Elixir -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>221</sItemIndex> <!-- Full Jar -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>217</sItemIndex> <!-- Jelly -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>230</sItemIndex> <!-- Claws -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>231</sItemIndex> <!-- Teeth -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>232</sItemIndex> <!-- Pelt -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>260</sItemIndex> <!-- Claw -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>261</sItemIndex> <!-- Flesh -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>262</sItemIndex> <!-- Organ -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,51 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>201</sItemIndex> <!-- 1st Aid Kit -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>202</sItemIndex> <!-- Med Kit -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>222</sItemIndex> <!-- Energy Boost -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>235</sItemIndex> <!-- Regen Boost -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>37</sItemIndex> <!-- Knife -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>114</sItemIndex> <!-- Dart -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>320</sItemIndex> <!-- Gum -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,28 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
itemIndex - index of the first attachment
incompatibleattachmentIndex - index of the incompatible attachment
You must pair entries to make attachments truly incompatible. Ie: you need Bipod / Talon AND Talon / Bipod
-->
<INCOMPATIBLEATTACHMENTLIST>
<INCOMPATIBLEATTACHMENT>
<itemIndex>209</itemIndex> <!-- Bipod -->
<incompatibleattachmentIndex>50</incompatibleattachmentIndex> <!-- Talon -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>50</itemIndex> <!-- Talon -->
<incompatibleattachmentIndex>209</incompatibleattachmentIndex> <!-- Bipod -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>223</itemIndex> <!-- Detonator -->
<incompatibleattachmentIndex>224</incompatibleattachmentIndex> <!-- Remote Det. -->
</INCOMPATIBLEATTACHMENT>
<INCOMPATIBLEATTACHMENT>
<itemIndex>224</itemIndex> <!-- Remote Det. -->
<incompatibleattachmentIndex>223</incompatibleattachmentIndex> <!-- Detonator -->
</INCOMPATIBLEATTACHMENT>
</INCOMPATIBLEATTACHMENTLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,206 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>201</sItemIndex> <!-- 1st Aid Kit -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>202</sItemIndex> <!-- Med Kit -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>5</sItemIndex> <!-- .38 S&W -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>77</sItemIndex> <!-- .38 S-load -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>220</sItemIndex> <!-- Jar -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>214</sItemIndex> <!-- Canteen -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>64</sItemIndex> <!-- Crowbar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>243</sItemIndex> <!-- Wire Cutters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>37</sItemIndex> <!-- Knife -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>38</sItemIndex> <!-- Throw. Knife -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>49</sItemIndex> <!-- Dusters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>54</sItemIndex> <!-- Machete -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>146</sItemIndex> <!-- Break Light -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>209</sItemIndex> <!-- Bipod -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>194</sItemIndex> <!-- T-Shirt -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>269</sItemIndex> <!-- Cigars -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>257</sItemIndex> <!-- Porn -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>204</sItemIndex> <!-- Locksmith Kit -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>195</sItemIndex> <!-- T-Shirt -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>319</sItemIndex> <!-- X-ray Tube -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>1</sItemIndex> <!-- Glock 17 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>2</sItemIndex> <!-- Glock 18 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>23</uiIndex>
<sItemIndex>3</sItemIndex> <!-- Beretta 92F -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>24</uiIndex>
<sItemIndex>4</sItemIndex> <!-- Beretta 93R -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>25</uiIndex>
<sItemIndex>6</sItemIndex> <!-- Barracuda -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>26</uiIndex>
<sItemIndex>7</sItemIndex> <!-- Desert Eagle -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>27</uiIndex>
<sItemIndex>8</sItemIndex> <!-- Colt .45 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>28</uiIndex>
<sItemIndex>247</sItemIndex> <!-- Discarded LAW -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>29</uiIndex>
<sItemIndex>176</sItemIndex> <!-- Steel Helmet -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>30</uiIndex>
<sItemIndex>203</sItemIndex> <!-- Tool Kit -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>31</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>32</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>33</uiIndex>
<sItemIndex>264</sItemIndex> <!-- Platinum Watch -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>34</uiIndex>
<sItemIndex>265</sItemIndex> <!-- Golf Clubs -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>35</uiIndex>
<sItemIndex>266</sItemIndex> <!-- Walkman -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>36</uiIndex>
<sItemIndex>267</sItemIndex> <!-- Portable TV -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>37</uiIndex>
<sItemIndex>216</sItemIndex> <!-- Compound 18 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>38</uiIndex>
<sItemIndex>183</sItemIndex> <!-- Ceramic Plates -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,96 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>201</sItemIndex> <!-- 1st Aid Kit -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>37</sItemIndex> <!-- Knife -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>38</sItemIndex> <!-- Throw. Knife -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>49</sItemIndex> <!-- Dusters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>54</sItemIndex> <!-- Machete -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>212</sItemIndex> <!-- Sun Goggles -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>161</sItemIndex> <!-- Flak Jacket -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>176</sItemIndex> <!-- Steel Helmet -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>188</sItemIndex> <!-- Leather Jacket -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>214</sItemIndex> <!-- Canteen -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>64</sItemIndex> <!-- Crowbar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>220</sItemIndex> <!-- Jar -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>203</sItemIndex> <!-- Tool Kit -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>213</sItemIndex> <!-- Gas Mask -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>303</sItemIndex> <!-- Platter -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>266</sItemIndex> <!-- Walkman -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>267</sItemIndex> <!-- Portable TV -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,55 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
launchableIndex - index of launchable item
itemIndex - index of item that launchable can be launched from
IMPORTANT!!!!!
All equal launchable indexes should be grouped together. The is due to the way the code looks at this array. If you separate equal launchable indexes, the launchables that come after the first group will not be found by the game.
-->
<LAUNCHABLELIST>
<LAUNCHABLE>
<launchableIndex>147</launchableIndex> <!-- 40mm Grenade -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>147</launchableIndex> <!-- 40mm Grenade -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>148</launchableIndex> <!-- 40mm Tear Gas -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>148</launchableIndex> <!-- 40mm Tear Gas -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>149</launchableIndex> <!-- 40mm Stun -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>149</launchableIndex> <!-- 40mm Stun -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>150</launchableIndex> <!-- 40mm Smoke -->
<itemIndex>40</itemIndex> <!-- M79 -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>150</launchableIndex> <!-- 40mm Smoke -->
<itemIndex>50</itemIndex> <!-- Talon -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>140</launchableIndex> <!-- Mortar Shell -->
<itemIndex>41</itemIndex> <!-- Mortar -->
</LAUNCHABLE>
<LAUNCHABLE>
<launchableIndex>152</launchableIndex> <!-- Shell -->
<itemIndex>60</itemIndex> <!-- Cannon -->
</LAUNCHABLE>
</LAUNCHABLELIST>
@@ -0,0 +1,303 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry - should match to item class in items.xml
ubCalibre - caliber of weapon
ubMagSize - size of clip
ubAmmoType - type of ammunition, see below
Calibers:
see AmmoStrings.xml
AMMO TYPES: (chage 'em in AmmoTypes.xml)
AMMO_REGULAR, 0
AMMO_HP, 1
AMMO_AP, 2
AMMO_SUPER_AP, 3
AMMO_BUCKSHOT, 4
AMMO_FLECHETTE, 5 - unused, will behave like regular
AMMO_GRENADE, 6 - specially added for 1.13 - like AMMO_HE, but with a bigger boom
AMMO_MONSTER, 7
AMMO_KNIFE, 8
AMMO_HE, 9
AMMO_HEAT, 10
AMMO_SLEEP_DART, 11
AMMO_FLAME, 12 - don't use - may crash game
-->
<MAGAZINELIST>
<MAGAZINE>
<uiIndex>0</uiIndex> <!-- 9mm mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>1</uiIndex> <!-- 9mm SMG mag -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>2</uiIndex> <!-- 9mm mag AP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>3</uiIndex> <!-- 9mm SMG mag AP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>4</uiIndex> <!-- 9mm mag HP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>15</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>5</uiIndex> <!-- 9mm SMG mag HP -->
<ubCalibre>2</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>6</uiIndex> <!-- .38 S-load -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>7</uiIndex> <!-- .38 S-load AP -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>8</uiIndex> <!-- .38 S-load HP -->
<ubCalibre>1</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>9</uiIndex> <!-- .45 mag -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>10</uiIndex> <!-- .45 SMG mag -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>11</uiIndex> <!-- .45 mag AP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>12</uiIndex> <!-- .45 SMG mag AP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>13</uiIndex> <!-- .45 mag HP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>14</uiIndex> <!-- .45 SMG mag HP -->
<ubCalibre>3</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>15</uiIndex> <!-- .357 S-load -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>16</uiIndex> <!-- .357 mag -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>17</uiIndex> <!-- .357 S-load AP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>18</uiIndex> <!-- .357 mag AP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>19</uiIndex> <!-- .357 S-load HP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>6</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>20</uiIndex> <!-- .357 mag HP -->
<ubCalibre>4</ubCalibre>
<ubMagSize>9</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>21</uiIndex> <!-- 5.45mm mag -->
<ubCalibre>7</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>22</uiIndex> <!-- 5.45mm mag HP -->
<ubCalibre>7</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>23</uiIndex> <!-- 5.56mm mag -->
<ubCalibre>8</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>24</uiIndex> <!-- 5.56mm mag HP -->
<ubCalibre>8</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>25</uiIndex> <!-- 7.62mm WP 10 -->
<ubCalibre>10</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>26</uiIndex> <!-- 7.62mm WP 30 -->
<ubCalibre>10</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>27</uiIndex> <!-- 7.62mm WP 10 HP -->
<ubCalibre>10</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>28</uiIndex> <!-- 7.62mm WP 30 HP -->
<ubCalibre>10</ubCalibre>
<ubMagSize>30</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>29</uiIndex> <!-- 7.62mm NATO 5 -->
<ubCalibre>9</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>30</uiIndex> <!-- 7.62mm NATO 20 -->
<ubCalibre>9</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>31</uiIndex> <!-- 7.62mm NATO 5 HP -->
<ubCalibre>9</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>32</uiIndex> <!-- 7.62mm NATO 20 HP -->
<ubCalibre>9</ubCalibre>
<ubMagSize>20</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>33</uiIndex> <!-- 4.7mm mag -->
<ubCalibre>11</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>34</uiIndex> <!-- 5.7mm mag -->
<ubCalibre>12</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>2</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>35</uiIndex> <!-- 5.7mm mag HP -->
<ubCalibre>12</ubCalibre>
<ubMagSize>50</ubMagSize>
<ubAmmoType>1</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>36</uiIndex> <!-- 12 Gauge -->
<ubCalibre>5</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>0</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>37</uiIndex> <!-- 12 Gauge BS -->
<ubCalibre>5</ubCalibre>
<ubMagSize>7</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>38</uiIndex> <!-- CAWS mag -->
<ubCalibre>6</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>39</uiIndex> <!-- CAWS Buckshot -->
<ubCalibre>6</ubCalibre>
<ubMagSize>10</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>40</uiIndex> <!-- Minirockets, AP -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>3</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>41</uiIndex> <!-- Minirockets, HE -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>9</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>42</uiIndex> <!-- Minirockets, HEAP -->
<ubCalibre>14</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>10</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>43</uiIndex> <!-- Dart -->
<ubCalibre>15</ubCalibre>
<ubMagSize>1</ubMagSize>
<ubAmmoType>11</ubAmmoType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>44</uiIndex> <!-- Flamethrower Clip -->
<ubCalibre>16</ubCalibre>
<ubMagSize>5</ubMagSize>
<ubAmmoType>4</ubAmmoType>
</MAGAZINE>
</MAGAZINELIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,364 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
firstItemIndex - index of original item
secondItemIndex - item index to merge with
resultingItemIndex - resulting item index
mergeType - type of merge to perform, see below
MERGE TYPES:
DESTRUCTION, 0
COMBINE_POINTS, 1
TREAT_ARMOUR, 2
EXPLOSIVE, 3
EASY_MERGE, 4
ELECTRONIC_MERGE, 5
-->
<MERGELIST>
<MERGE>
<firstItemIndex>201</firstItemIndex> <!-- 1st Aid Kit -->
<secondItemIndex>201</secondItemIndex> <!-- 1st Aid Kit -->
<resultingItemIndex>201</resultingItemIndex> <!-- 1st Aid Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>202</firstItemIndex> <!-- Med Kit -->
<secondItemIndex>202</secondItemIndex> <!-- Med Kit -->
<resultingItemIndex>202</resultingItemIndex> <!-- Med Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>214</firstItemIndex> <!-- Canteen -->
<secondItemIndex>214</secondItemIndex> <!-- Canteen -->
<resultingItemIndex>214</resultingItemIndex> <!-- Canteen -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>204</firstItemIndex> <!-- Locksmith Kit -->
<secondItemIndex>204</secondItemIndex> <!-- Locksmith Kit -->
<resultingItemIndex>204</resultingItemIndex> <!-- Locksmith Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>203</firstItemIndex> <!-- Tool Kit -->
<secondItemIndex>203</secondItemIndex> <!-- Tool Kit -->
<resultingItemIndex>203</resultingItemIndex> <!-- Tool Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>327</firstItemIndex> <!-- Gas -->
<secondItemIndex>327</secondItemIndex> <!-- Gas -->
<resultingItemIndex>327</resultingItemIndex> <!-- Gas -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>205</firstItemIndex> <!-- Camo Kit -->
<secondItemIndex>205</secondItemIndex> <!-- Camo Kit -->
<resultingItemIndex>205</resultingItemIndex> <!-- Camo Kit -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>256</firstItemIndex> <!-- Beer -->
<secondItemIndex>256</secondItemIndex> <!-- Beer -->
<resultingItemIndex>256</resultingItemIndex> <!-- Beer -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>255</firstItemIndex> <!-- Wine -->
<secondItemIndex>255</secondItemIndex> <!-- Wine -->
<resultingItemIndex>255</resultingItemIndex> <!-- Wine -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>245</firstItemIndex> <!-- Alcohol -->
<secondItemIndex>245</secondItemIndex> <!-- Alcohol -->
<resultingItemIndex>245</resultingItemIndex> <!-- Alcohol -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>161</secondItemIndex> <!-- Flak Jacket -->
<resultingItemIndex>162</resultingItemIndex> <!-- Flak-18 Jacket -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>164</secondItemIndex> <!-- Kevlar Vest -->
<resultingItemIndex>165</resultingItemIndex> <!-- Kevlar-18 Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>196</secondItemIndex> <!-- Guardian Vest -->
<resultingItemIndex>197</resultingItemIndex> <!-- T. Guard Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>167</secondItemIndex> <!-- Spectra Vest -->
<resultingItemIndex>168</resultingItemIndex> <!-- Spec-18 Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>189</secondItemIndex> <!-- Kvlr Leather -->
<resultingItemIndex>190</resultingItemIndex> <!-- Kvlr-18 Leather -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>170</secondItemIndex> <!-- Kevlar Pants -->
<resultingItemIndex>171</resultingItemIndex> <!-- Kevlar-18 Pants -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>173</secondItemIndex> <!-- Spectra Pants -->
<resultingItemIndex>174</resultingItemIndex> <!-- Spec-18 Pants -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>177</secondItemIndex> <!-- Kevlar Helmet -->
<resultingItemIndex>178</resultingItemIndex> <!-- Kvlr-18 Helmet -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>180</secondItemIndex> <!-- Spectra Helmet -->
<resultingItemIndex>181</resultingItemIndex> <!-- Spec-18 Helmet -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>163</secondItemIndex> <!-- C.Flak Jacket -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>166</secondItemIndex> <!-- C.Kevlar Vest -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>169</secondItemIndex> <!-- C.Spec Vest -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>191</secondItemIndex> <!-- C.Kvlr Leather -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>172</secondItemIndex> <!-- C.Kevlar Pants -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>175</secondItemIndex> <!-- C.Spec Pants -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>179</secondItemIndex> <!-- C.Kvlr Helmet -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>216</firstItemIndex> <!-- Compound 18 -->
<secondItemIndex>182</secondItemIndex> <!-- C.Spec Helmet -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>161</secondItemIndex> <!-- Flak Jacket -->
<resultingItemIndex>163</resultingItemIndex> <!-- C.Flak Jacket -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>164</secondItemIndex> <!-- Kevlar Vest -->
<resultingItemIndex>166</resultingItemIndex> <!-- C.Kevlar Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>167</secondItemIndex> <!-- Spectra Vest -->
<resultingItemIndex>169</resultingItemIndex> <!-- C.Spec Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>189</secondItemIndex> <!-- Kvlr Leather -->
<resultingItemIndex>191</resultingItemIndex> <!-- C.Kvlr Leather -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>196</secondItemIndex> <!-- Guardian Vest -->
<resultingItemIndex>198</resultingItemIndex> <!-- C. Guard Vest -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>170</secondItemIndex> <!-- Kevlar Pants -->
<resultingItemIndex>172</resultingItemIndex> <!-- C.Kevlar Pants -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>173</secondItemIndex> <!-- Spectra Pants -->
<resultingItemIndex>175</resultingItemIndex> <!-- C.Spec Pants -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>177</secondItemIndex> <!-- Kevlar Helmet -->
<resultingItemIndex>179</resultingItemIndex> <!-- C.Kvlr Helmet -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>180</secondItemIndex> <!-- Spectra Helmet -->
<resultingItemIndex>182</resultingItemIndex> <!-- C.Spec Helmet -->
<mergeType>2</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>162</secondItemIndex> <!-- Flak-18 Jacket -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>165</secondItemIndex> <!-- Kevlar-18 Vest -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>197</secondItemIndex> <!-- T. Guard Vest -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>168</secondItemIndex> <!-- Spec-18 Vest -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>190</secondItemIndex> <!-- Kvlr-18 Leather -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>171</secondItemIndex> <!-- Kevlar-18 Pants -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>174</secondItemIndex> <!-- Spec-18 Pants -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>178</secondItemIndex> <!-- Kvlr-18 Helmet -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>217</firstItemIndex> <!-- Jelly -->
<secondItemIndex>181</secondItemIndex> <!-- Spec-18 Helmet -->
<resultingItemIndex>0</resultingItemIndex> <!-- Nada -->
<mergeType>0</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>136</firstItemIndex> <!-- RDX -->
<secondItemIndex>137</secondItemIndex> <!-- TNT -->
<resultingItemIndex>138</resultingItemIndex> <!-- HMX -->
<mergeType>3</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>136</firstItemIndex> <!-- RDX -->
<secondItemIndex>139</secondItemIndex> <!-- C1 -->
<resultingItemIndex>142</resultingItemIndex> <!-- C4 -->
<mergeType>3</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>137</firstItemIndex> <!-- TNT -->
<secondItemIndex>136</secondItemIndex> <!-- RDX -->
<resultingItemIndex>138</resultingItemIndex> <!-- HMX -->
<mergeType>3</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>139</firstItemIndex> <!-- C1 -->
<secondItemIndex>136</secondItemIndex> <!-- RDX -->
<resultingItemIndex>142</resultingItemIndex> <!-- C4 -->
<mergeType>3</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>311</firstItemIndex> <!-- String -->
<secondItemIndex>312</secondItemIndex> <!-- Can -->
<resultingItemIndex>313</resultingItemIndex> <!-- Can w/ String -->
<mergeType>4</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>312</firstItemIndex> <!-- Can -->
<secondItemIndex>311</secondItemIndex> <!-- String -->
<resultingItemIndex>313</resultingItemIndex> <!-- Can w/ String -->
<mergeType>4</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>321</firstItemIndex> <!-- X-ray Device -->
<secondItemIndex>317</secondItemIndex> <!-- Display Unit -->
<resultingItemIndex>324</resultingItemIndex> <!-- X-ray Detector -->
<mergeType>5</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>317</firstItemIndex> <!-- Display Unit -->
<secondItemIndex>321</secondItemIndex> <!-- X-ray Device -->
<resultingItemIndex>324</resultingItemIndex> <!-- X-ray Detector -->
<mergeType>5</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>295</firstItemIndex> <!-- nada -->
<secondItemIndex>295</secondItemIndex> <!-- nada -->
<resultingItemIndex>295</resultingItemIndex> <!-- nada -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>298</firstItemIndex> <!-- nada -->
<secondItemIndex>298</secondItemIndex> <!-- nada -->
<resultingItemIndex>298</resultingItemIndex> <!-- nada -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>299</firstItemIndex> <!-- nada -->
<secondItemIndex>299</secondItemIndex> <!-- nada -->
<resultingItemIndex>299</resultingItemIndex> <!-- nada -->
<mergeType>1</mergeType>
</MERGE>
<MERGE>
<firstItemIndex>300</firstItemIndex> <!-- nada -->
<secondItemIndex>300</secondItemIndex> <!-- nada -->
<resultingItemIndex>300</resultingItemIndex> <!-- nada -->
<mergeType>1</mergeType>
</MERGE>
</MERGELIST>
@@ -0,0 +1,46 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>230</sItemIndex> <!-- Claws -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>231</sItemIndex> <!-- Teeth -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>232</sItemIndex> <!-- Pelt -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>260</sItemIndex> <!-- Claw -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>261</sItemIndex> <!-- Flesh -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>262</sItemIndex> <!-- Organ -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>217</sItemIndex> <!-- Jelly -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,16 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>0</sItemIndex> <!-- Nada -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,26 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>256</sItemIndex> <!-- Beer -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>255</sItemIndex> <!-- Wine -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>245</sItemIndex> <!-- Alcohol -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,126 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>201</sItemIndex> <!-- 1st Aid Kit -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>204</sItemIndex> <!-- Locksmith Kit -->
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>203</sItemIndex> <!-- Tool Kit -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>214</sItemIndex> <!-- Canteen -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>64</sItemIndex> <!-- Crowbar -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>243</sItemIndex> <!-- Wire Cutters -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>244</sItemIndex> <!-- Duckbill -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>220</sItemIndex> <!-- Jar -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>146</sItemIndex> <!-- Break Light -->
<ubOptimalNumber>12</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>215</sItemIndex> <!-- Metal Detector -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>258</sItemIndex> <!-- Video Camera -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>309</sItemIndex> <!-- Quick Glue -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>316</sItemIndex> <!-- Copper Wire -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>322</sItemIndex> <!-- Batteries -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>71</sItemIndex> <!-- 9mm mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>72</sItemIndex> <!-- 9mm SMG mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>77</sItemIndex> <!-- .38 S-load -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>80</sItemIndex> <!-- .45 mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>81</sItemIndex> <!-- .45 SMG mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>86</sItemIndex> <!-- .357 S-load -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>87</sItemIndex> <!-- .357 mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>107</sItemIndex> <!-- 12 Gauge -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>108</sItemIndex> <!-- 12 Gauge BS -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
@@ -0,0 +1,295 @@
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<SOUND>SOUNDS\RICOCHET 01.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 02.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 01.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 02.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 01.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 02.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 01.WAV</SOUND>
<SOUND>SOUNDS\RICOCHET 02.WAV</SOUND>
<SOUND>SOUNDS\DIRT IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\DIRT IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\KNIFE HIT GROUND.WAV</SOUND>
<SOUND>SOUNDS\FALL TO KNEES 01.WAV</SOUND>
<SOUND>SOUNDS\FALL TO KNEES 02.WAV</SOUND>
<SOUND>SOUNDS\KNEES TO DIRT 01.WAV</SOUND>
<SOUND>SOUNDS\KNEES TO DIRT 02.WAV</SOUND>
<SOUND>SOUNDS\KNEES TO DIRT 03.WAV</SOUND>
<SOUND>SOUNDS\HEAVY FALL 01.WAV</SOUND>
<SOUND>SOUNDS\BODY_SPLAT.WAV</SOUND>
<SOUND>SOUNDS\GLASS_BREAK1.WAV</SOUND>
<SOUND>SOUNDS\GLASS_BREAK2.WAV</SOUND>
<SOUND>SOUNDS\DOOR OPEN 01.WAV</SOUND>
<SOUND>SOUNDS\DOOR OPEN 02.WAV</SOUND>
<SOUND>SOUNDS\DOOR OPEN 03.WAV</SOUND>
<SOUND>SOUNDS\DOOR CLOSE 01.WAV</SOUND>
<SOUND>SOUNDS\DOOR CLOSE 02.WAV</SOUND>
<SOUND>SOUNDS\UNLOCK LOCK.WAV</SOUND>
<SOUND>SOUNDS\KICKIN LOCK.WAV</SOUND>
<SOUND>SOUNDS\BREAK LOCK.WAV</SOUND>
<SOUND>SOUNDS\PICKING LOCK.WAV</SOUND>
<SOUND>SOUNDS\GARAGE DOOR OPEN.WAV</SOUND>
<SOUND>SOUNDS\GARAGE DOOR CLOSE.WAV</SOUND>
<SOUND>SOUNDS\ELEVATOR DOOR OPEN.WAV</SOUND>
<SOUND>SOUNDS\ELEVATOR DOOR CLOSE.WAV</SOUND>
<SOUND>SOUNDS\HIGH TECH DOOR OPEN.WAV</SOUND>
<SOUND>SOUNDS\HIGH TECH DOOR CLOSE.WAV</SOUND>
<SOUND>SOUNDS\CURTAINS DOOR OPEN.WAV</SOUND>
<SOUND>SOUNDS\CURTAINS DOOR CLOSE.WAV</SOUND>
<SOUND>SOUNDS\METAL DOOR OPEN.WAV</SOUND>
<SOUND>SOUNDS\METAL DOOR CLOSE.WAV</SOUND>
<SOUND>SOUNDS\ftp gravel 01.WAV</SOUND>
<SOUND>SOUNDS\ftp gravel 02.WAV</SOUND>
<SOUND>SOUNDS\ftp gravel 03.WAV</SOUND>
<SOUND>SOUNDS\ftp gravel 04.WAV</SOUND>
<SOUND>SOUNDS\ftp gritty 01.WAV</SOUND>
<SOUND>SOUNDS\ftp gritty 02.WAV</SOUND>
<SOUND>SOUNDS\ftp gritty 03.WAV</SOUND>
<SOUND>SOUNDS\ftp gritty 04.WAV</SOUND>
<SOUND>SOUNDS\ftp leaves 01.WAV</SOUND>
<SOUND>SOUNDS\ftp leaves 02.WAV</SOUND>
<SOUND>SOUNDS\ftp leaves 03.WAV</SOUND>
<SOUND>SOUNDS\ftp leaves 04.WAV</SOUND>
<SOUND>SOUNDS\CRAWLING 01.WAV</SOUND>
<SOUND>SOUNDS\CRAWLING 02.WAV</SOUND>
<SOUND>SOUNDS\CRAWLING 03.WAV</SOUND>
<SOUND>SOUNDS\CRAWLING 04.WAV</SOUND>
<SOUND>SOUNDS\BEEP2.WAV</SOUND>
<SOUND>SOUNDS\ENDTURN.WAV</SOUND>
<SOUND>SOUNDS\JA2 DEATH HIT.WAV</SOUND>
<SOUND>SOUNDS\DOORCR_B.WAV</SOUND>
<SOUND>SOUNDS\HEAD EXPLODING 01.WAV</SOUND>
<SOUND>SOUNDS\BODY EXPLODING.WAV</SOUND>
<SOUND>SOUNDS\EXPLODE1.WAV</SOUND>
<SOUND>SOUNDS\CROW EXPLODING.WAV</SOUND>
<SOUND>SOUNDS\SMALL EXPLOSION 01.WAV</SOUND>
<SOUND>SOUNDS\HELI1.WAV</SOUND>
<SOUND>SOUNDS\BULLET IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\BULLET IMPACT 02.WAV</SOUND>
<SOUND>SOUNDS\BULLET IMPACT 02.WAV</SOUND>
<SOUND>STSOUNDS\BLAH.WAV</SOUND>
<SOUND>SOUNDS\STEP INTO WATER.WAV</SOUND>
<SOUND>SOUNDS\SPLASH FROM SHALLOW TO DEEP.WAV</SOUND>
<SOUND>SOUNDS\COW HIT.WAV</SOUND>
<SOUND>SOUNDS\COW DIE.WAV</SOUND>
<SOUND>SOUNDS\LINE 02 FX.WAV</SOUND>
<SOUND>SOUNDS\LINE 01 FX.WAV</SOUND>
<SOUND>SOUNDS\LINE 03 FX.WAV</SOUND>
<SOUND>SOUNDS\CAVE COLLAPSING.WAV</SOUND>
<SOUND>SOUNDS\RAID WHISTLE.WAV</SOUND>
<SOUND>SOUNDS\RAID AMBIENT.WAV</SOUND>
<SOUND>SOUNDS\RAID DIVE.WAV</SOUND>
<SOUND>SOUNDS\RAID DIVE.WAV</SOUND>
<SOUND>SOUNDS\RAID WHISTLE.WAV</SOUND>
<SOUND>SOUNDS\DRIVING 01.WAV</SOUND>
<SOUND>SOUNDS\ENGINE START.WAV</SOUND>
<SOUND>SOUNDS\ENGINE OFF.WAV</SOUND>
<SOUND>SOUNDS\INTO VEHICLE.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\DRY FIRE 1.WAV</SOUND>
<SOUND>SOUNDS\WOOD IMPACT 01A.WAV</SOUND>
<SOUND>SOUNDS\WOOD IMPACT 01B.WAV</SOUND>
<SOUND>SOUNDS\WOOD IMPACT 01A.WAV</SOUND>
<SOUND>SOUNDS\PORCELAIN IMPACT.WAV</SOUND>
<SOUND>SOUNDS\TIRE IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\STONE IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\WATER IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\VEG IMPACT 01.WAV</SOUND>
<SOUND>SOUNDS\METAL HIT 01.WAV</SOUND>
<SOUND>SOUNDS\METAL HIT 01.WAV</SOUND>
<SOUND>SOUNDS\METAL HIT 01.WAV</SOUND>
<SOUND>SOUNDS\SLAP_IMPACT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\REVOLVER RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\PISTOL RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SMG RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\RIFLE RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SHOTGUN RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\LMG RELOAD.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\REVOLVER LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\PISTOL LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SMG LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\RIFLE LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SHOTGUN LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\LMG LNL.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SMALL ROCKET LAUNCHER.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\MORTAR FIRE 01.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\MORTAR FIRE 01.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\ROCKET LAUNCHER.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\MORTAR FIRE 01.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\9mm SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\9mm SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\9mm SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\9mm SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\38 CALIBER.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\357 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\357 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\45 CALIBER SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\9mm SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\45 CALIBER SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\45 CALIBER SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,45 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,7 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 WP SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 WP SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 WP SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 NATO SINGLE SHOT.WAV</SOUND>
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<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
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<SOUND>SOUNDS\WEAPONS\7,62 NATO SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 NATO SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\4,7 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SHOTGUN SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SHOTGUN SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\SHOTGUN SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,56 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\5,45 SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\7,62 WP SINGLE SHOT.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\KNIFE THROW SWOOSH.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\TANK_CANNON.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\BURSTTYPE1.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\AUTOMAG SINGLE.WAV</SOUND>
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<SOUND>SOUNDS\SWOOSH 03.WAV</SOUND>
<SOUND>SOUNDS\SWOOSH 05.WAV</SOUND>
<SOUND>SOUNDS\SWOOSH 06.WAV</SOUND>
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<SOUND>SOUNDS\ADULT STEP 02.WAV</SOUND>
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<SOUND>SOUNDS\CRACKING BACK.WAV</SOUND>
<SOUND>SOUNDS\WEAPONS\Auto Resolve Composite 02 (8-22).wav</SOUND>
<SOUND>SOUNDS\Email Alert 01.wav</SOUND>
<SOUND>SOUNDS\Entering Text 02.wav</SOUND>
<SOUND>SOUNDS\Removing Text 02.wav</SOUND>
<SOUND>SOUNDS\Computer Beep 01 In.wav</SOUND>
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<SOUND>SOUNDS\Alarm.wav</SOUND>
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<SOUND>SOUNDS\Attachment.wav</SOUND>
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@@ -0,0 +1,521 @@
<!-- this a comment, all of the text between the angled brackets is ignored
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
sItemIndex - item index to stock
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<INVENTORYLIST>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>55</sItemIndex> <!-- Rocket Rifle -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>1</uiIndex>
<sItemIndex>65</sItemIndex> <!-- A. R. Rifle -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>2</uiIndex>
<sItemIndex>56</sItemIndex> <!-- Automag -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>3</uiIndex>
<sItemIndex>1</sItemIndex> <!-- Glock 17 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>4</uiIndex>
<sItemIndex>2</sItemIndex> <!-- Glock 18 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>5</uiIndex>
<sItemIndex>3</sItemIndex> <!-- Beretta 92F -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>6</uiIndex>
<sItemIndex>4</sItemIndex> <!-- Beretta 93R -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>7</uiIndex>
<sItemIndex>5</sItemIndex> <!-- .38 S&W -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>8</uiIndex>
<sItemIndex>6</sItemIndex> <!-- Barracuda -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>9</uiIndex>
<sItemIndex>7</sItemIndex> <!-- Desert Eagle -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>10</uiIndex>
<sItemIndex>8</sItemIndex> <!-- Colt .45 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>9</sItemIndex> <!-- MP5K -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>10</sItemIndex> <!-- MAC-10 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>11</sItemIndex> <!-- Thompson -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>12</sItemIndex> <!-- Commando -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>15</uiIndex>
<sItemIndex>13</sItemIndex> <!-- MP53 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>16</uiIndex>
<sItemIndex>14</sItemIndex> <!-- AKSU-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>17</uiIndex>
<sItemIndex>16</sItemIndex> <!-- Type-85 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>18</uiIndex>
<sItemIndex>17</sItemIndex> <!-- SKS -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>19</uiIndex>
<sItemIndex>18</sItemIndex> <!-- Dragunov -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>20</uiIndex>
<sItemIndex>19</sItemIndex> <!-- M24 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>21</uiIndex>
<sItemIndex>20</sItemIndex> <!-- Steyr -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>22</uiIndex>
<sItemIndex>21</sItemIndex> <!-- G41 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>23</uiIndex>
<sItemIndex>22</sItemIndex> <!-- Mini-14 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>24</uiIndex>
<sItemIndex>23</sItemIndex> <!-- C-7 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>25</uiIndex>
<sItemIndex>24</sItemIndex> <!-- FA-MAS -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>26</uiIndex>
<sItemIndex>25</sItemIndex> <!-- AK-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>27</uiIndex>
<sItemIndex>26</sItemIndex> <!-- AKM -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>28</uiIndex>
<sItemIndex>27</sItemIndex> <!-- M-14 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>29</uiIndex>
<sItemIndex>29</sItemIndex> <!-- G3A3 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>30</uiIndex>
<sItemIndex>28</sItemIndex> <!-- FN-FAL -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>31</uiIndex>
<sItemIndex>34</sItemIndex> <!-- Minimi -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>32</uiIndex>
<sItemIndex>35</sItemIndex> <!-- RPK-74 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>33</uiIndex>
<sItemIndex>36</sItemIndex> <!-- H&K 21 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>34</uiIndex>
<sItemIndex>31</sItemIndex> <!-- M870 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>35</uiIndex>
<sItemIndex>32</sItemIndex> <!-- SPAS-15 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>36</uiIndex>
<sItemIndex>40</sItemIndex> <!-- M79 -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>37</uiIndex>
<sItemIndex>50</sItemIndex> <!-- Talon -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>38</uiIndex>
<sItemIndex>51</sItemIndex> <!-- LAW -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>39</uiIndex>
<sItemIndex>41</sItemIndex> <!-- Mortar -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>40</uiIndex>
<sItemIndex>30</sItemIndex> <!-- G11 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>41</uiIndex>
<sItemIndex>33</sItemIndex> <!-- CAWS -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>42</uiIndex>
<sItemIndex>15</sItemIndex> <!-- P90 -->
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>43</uiIndex>
<sItemIndex>61</sItemIndex> <!-- Dart Gun -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>44</uiIndex>
<sItemIndex>71</sItemIndex> <!-- 9mm mag -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>45</uiIndex>
<sItemIndex>72</sItemIndex> <!-- 9mm SMG mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>46</uiIndex>
<sItemIndex>73</sItemIndex> <!-- 9mm mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>47</uiIndex>
<sItemIndex>74</sItemIndex> <!-- 9mm SMG mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>48</uiIndex>
<sItemIndex>75</sItemIndex> <!-- 9mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>49</uiIndex>
<sItemIndex>76</sItemIndex> <!-- 9mm SMG mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>50</uiIndex>
<sItemIndex>77</sItemIndex> <!-- .38 S-load -->
<ubOptimalNumber>10</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>51</uiIndex>
<sItemIndex>78</sItemIndex> <!-- .38 S-load AP -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>52</uiIndex>
<sItemIndex>79</sItemIndex> <!-- .38 S-load HP -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>53</uiIndex>
<sItemIndex>80</sItemIndex> <!-- .45 mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>54</uiIndex>
<sItemIndex>81</sItemIndex> <!-- .45 SMG mag -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>55</uiIndex>
<sItemIndex>82</sItemIndex> <!-- .45 mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>56</uiIndex>
<sItemIndex>83</sItemIndex> <!-- .45 SMG mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>57</uiIndex>
<sItemIndex>84</sItemIndex> <!-- .45 mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>58</uiIndex>
<sItemIndex>85</sItemIndex> <!-- .45 SMG mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>59</uiIndex>
<sItemIndex>86</sItemIndex> <!-- .357 S-load -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>60</uiIndex>
<sItemIndex>87</sItemIndex> <!-- .357 mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>61</uiIndex>
<sItemIndex>88</sItemIndex> <!-- .357 S-load AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>62</uiIndex>
<sItemIndex>89</sItemIndex> <!-- .357 mag AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>63</uiIndex>
<sItemIndex>90</sItemIndex> <!-- .357 S-load HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>64</uiIndex>
<sItemIndex>91</sItemIndex> <!-- .357 mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>65</uiIndex>
<sItemIndex>92</sItemIndex> <!-- 5.45mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>66</uiIndex>
<sItemIndex>93</sItemIndex> <!-- 5.45mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>67</uiIndex>
<sItemIndex>94</sItemIndex> <!-- 5.56mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>68</uiIndex>
<sItemIndex>95</sItemIndex> <!-- 5.56mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>69</uiIndex>
<sItemIndex>96</sItemIndex> <!-- 7.62mm WP 10 -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>70</uiIndex>
<sItemIndex>97</sItemIndex> <!-- 7.62mm WP 30 -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>71</uiIndex>
<sItemIndex>98</sItemIndex> <!-- 7.62mm WP 10 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>72</uiIndex>
<sItemIndex>99</sItemIndex> <!-- 7.62mm WP 30 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>73</uiIndex>
<sItemIndex>100</sItemIndex> <!-- 7.62mm NATO 5 -->
<ubOptimalNumber>8</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>74</uiIndex>
<sItemIndex>101</sItemIndex> <!-- 7.62mm NATO 20 -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>75</uiIndex>
<sItemIndex>102</sItemIndex> <!-- 7.62mm NATO 5 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>76</uiIndex>
<sItemIndex>103</sItemIndex> <!-- 7.62mm NATO 20 HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>77</uiIndex>
<sItemIndex>104</sItemIndex> <!-- 4.7mm mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>78</uiIndex>
<sItemIndex>105</sItemIndex> <!-- 5.7mm mag -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>79</uiIndex>
<sItemIndex>106</sItemIndex> <!-- 5.7mm mag HP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>80</uiIndex>
<sItemIndex>107</sItemIndex> <!-- 12 Gauge -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>81</uiIndex>
<sItemIndex>108</sItemIndex> <!-- 12 Gauge BS -->
<ubOptimalNumber>9</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>82</uiIndex>
<sItemIndex>109</sItemIndex> <!-- CAWS mag -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>83</uiIndex>
<sItemIndex>110</sItemIndex> <!-- CAWS Buckshot -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>84</uiIndex>
<sItemIndex>111</sItemIndex> <!-- Minirockets, AP -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>85</uiIndex>
<sItemIndex>112</sItemIndex> <!-- Minirockets, HE -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>86</uiIndex>
<sItemIndex>113</sItemIndex> <!-- Minirockets, HEAP -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>87</uiIndex>
<sItemIndex>114</sItemIndex> <!-- Dart -->
<ubOptimalNumber>5</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>88</uiIndex>
<sItemIndex>147</sItemIndex> <!-- 40mm Grenade -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>89</uiIndex>
<sItemIndex>148</sItemIndex> <!-- 40mm Tear Gas -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>90</uiIndex>
<sItemIndex>149</sItemIndex> <!-- 40mm Stun -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>91</uiIndex>
<sItemIndex>150</sItemIndex> <!-- 40mm Smoke -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>92</uiIndex>
<sItemIndex>140</sItemIndex> <!-- Mortar Shell -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>93</uiIndex>
<sItemIndex>37</sItemIndex> <!-- Knife -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>94</uiIndex>
<sItemIndex>38</sItemIndex> <!-- Throw. Knife -->
<ubOptimalNumber>6</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>95</uiIndex>
<sItemIndex>49</sItemIndex> <!-- Dusters -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>96</uiIndex>
<sItemIndex>54</sItemIndex> <!-- Machete -->
<ubOptimalNumber>1</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>97</uiIndex>
<sItemIndex>207</sItemIndex> <!-- Silencer -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>98</uiIndex>
<sItemIndex>208</sItemIndex> <!-- Sniper Scope -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>99</uiIndex>
<sItemIndex>241</sItemIndex> <!-- Laser Scope -->
<ubOptimalNumber>2</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>100</uiIndex>
<sItemIndex>209</sItemIndex> <!-- Bipod -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>101</uiIndex>
<sItemIndex>244</sItemIndex> <!-- Duckbill -->
<ubOptimalNumber>3</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,11 @@
[Ja2 Settings]
CD=c
CUSTOM_DATA_LOCATION=Data-1.13
; -----------------------------------------
; Select the screen resolution of the game
;
; 0 ... 640x480
; 1 ... 800x600
; 2 ... 1024x768
; -----------------------------------------
SCREEN_RESOLUTION=1

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