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;******************************************************************************************************************************
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; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.24 Build 78
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;
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; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
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; By default, the values below are the values present in the 9-14-05 release of the code.
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;
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;General Guidelines:
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;
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;
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
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; decide to change anything in this file, it's recommended that you make a backup copy
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; before you make the changes.
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;
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;******************************************************************************************************************************
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[Options]
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;******************************************************************************************************************************
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; These are the Starting cash values for the various difficulties.
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; The only restriction with these, is the INT32 they are stored in.
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;******************************************************************************************************************************
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NOVICE_CASH = 45000
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EXPERIENCED_CASH = 35000
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EXPERT_CASH = 30000
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INSANE_CASH = 15000
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;******************************************************************************************************************************
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; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
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; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
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; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
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; Valid ranges for PRICE_MODIFIER are 1-100.
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = TRUE
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PRICE_MODIFIER = 4
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;******************************************************************************************************************************
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; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
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; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
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; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
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; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
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; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
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; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
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; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
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; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
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; start out as. Currently in game it is set to 55.
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;******************************************************************************************************************************
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MIN_ATTRIBUTE_POINT = 35
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MAX_ATTRIBUTE_POINT = 85
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IMPATTRIBUTEPOINTS = 50
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MAX_ZERO_BONUS = 15
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START_ATTRIBUTE = 55
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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; Keep in Mind That there is not enough room on the strategic map to display more than 20
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; Militia per sector correctly(could possibly change) but they will still be there to defend,
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; and you can still train them, and it will still cost you.
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; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
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; MILITIA_TRAINING_COST which is the cost of training militia.
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||||
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
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;******************************************************************************************************************************
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MAX_MILITIA_PER_SECTOR = 20
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MAX_TRAINING_SQUAD_SIZE = 10
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MILITIA_TRAINING_COST = 750
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MIN_LOYALTY_TO_TRAIN = 20
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||||
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||||
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||||
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||||
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;******************************************************************************************************************************
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; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
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;
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; Basically the 1st set are the number of available troops the queen starts with in her
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; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
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; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
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; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
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; wants to travel with. And this option right under the comments, this is the largest size an
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; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
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; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
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; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
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; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
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; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
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; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
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;******************************************************************************************************************************
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MAX_STRATEGIC_TEAM_SIZE = 20
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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EXPERT_QUEENS_POOL_OF_TROOPS = 400
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INSANE_QUEENS_POOL_OF_TROOPS = 8000
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EASY_INITIAL_GARRISON_PERCENTAGES = 70
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EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
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EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
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INSANE_INITIAL_GARRISON_PERCENTAGES = 200
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EXPERT_ELITE_BONUS = 25
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INSANE_ELITE_BONUS = 50
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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||||
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||||
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||||
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||||
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||||
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||||
;******************************************************************************************************************************
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||||
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
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||||
; opens the website up on day one.
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||||
;
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||||
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
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||||
; This will include any future MERC Mercs that are added.
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||||
;******************************************************************************************************************************
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||||
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||||
MERC_AVAILABLE_DAY_ONE = FALSE
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||||
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||||
ALL_MERCS_AT_MERC = FALSE
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||||
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||||
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||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
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||||
; your IMP Mercs.
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||||
;
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||||
; 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
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||||
; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
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||||
; Will need to save and exit the game, change the settings and then start the game back up to create the next
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||||
; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
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||||
;
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||||
; Here are the valid settings for personalities and Attitudes:
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||||
;
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||||
; PERSONALITIES:
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||||
;
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||||
; Normal = 0
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||||
; Heat Intolerant = 1
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||||
; Nervous = 2
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||||
; Claustrophobic = 3
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||||
; NonSwimmer = 4
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||||
; Fear of Insects = 5
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||||
; Forgetful = 6
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||||
; Psycho = 7
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||||
;
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||||
; ATTITUDES:
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||||
;
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||||
; NORMAL = 0
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||||
; FRIENDLY = 1
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; LONER = 2
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||||
; OPTIMIST = 3
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||||
; PESSIMIST = 4
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; AGGRESSIVE = 5
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; ARROGANT = 6
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||||
; BIG_SHOT = 7
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; ASSHOLE = 8
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; COWARD = 9
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;******************************************************************************************************************************
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USE_RANDOM_PERSONALITY = FALSE
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CUSTOM_PERSONALITY = 0
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CUSTOM_ATTITUDE = 0
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||||
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||||
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||||
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||||
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||||
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||||
;******************************************************************************************************************************
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||||
; In this section you can enable/disable vertical synchronisation
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||||
; If disabled the game will run faster
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||||
;******************************************************************************************************************************
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||||
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||||
[JA2 Screen Resolution Settings]
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||||
VERTICAL_SYNC = FALSE
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||||
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||||
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||||
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||||
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||||
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||||
;******************************************************************************************************************************
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||||
; In this section you can enable the weather effects (rain & storms).
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; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
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; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
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||||
; with lightning)
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; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
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||||
;******************************************************************************************************************************
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||||
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||||
[JA2 Rain Settings]
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||||
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||||
ALLOW_RAIN = TRUE
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||||
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||||
RAIN_CHANCE_PER_DAY = 100
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||||
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||||
RAIN_MIN_LENGTH_IN_MINUTES = 60
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||||
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RAIN_MAX_LENGTH_IN_MINUTES = 180
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MAX_RAIN_DROPS = 80
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WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
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||||
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BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
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||||
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||||
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||||
[JA2 Thunder Settings]
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||||
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MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
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MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
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MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
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||||
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
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||||
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||||
PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
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||||
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||||
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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||||
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||||
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||||
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||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Controls animation speed for faster movements in battle
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||||
; 1 = normal
|
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; 0 = max speed
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; Range: 0-1
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;******************************************************************************************************************************
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[JA2 Turnbased Animation Speed Settings]
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PLAYER_TURN_SPEED_UP_FACTOR = 1
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ENEMY_TURN_SPEED_UP_FACTOR = 1
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CREATURE_TURN_SPEED_UP_FACTOR= 1
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||||
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MILITIA_TURN_SPEED_UP_FACTOR = 1
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||||
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||||
CIVILIAN_TURN_SPEED_UP_FACTOR = 1
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||||
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||||
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||||
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||||
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||||
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||||
;******************************************************************************************************************************
|
||||
; Allows militia to move on strategic map
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||||
; Allows militia reinforcements from near sectors
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||||
; Reinforcements only in cities
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||||
; Amount of troops that will be added to queens army when the troops pool is empty
|
||||
;******************************************************************************************************************************
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||||
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[JA2 Gameplay Settings]
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||||
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ALLOW_MILITIA_MOBILE_GROUPS = TRUE
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||||
ALLOW_REINFORCEMENTS = TRUE
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||||
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||||
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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||||
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||||
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
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||||
|
||||
|
||||
|
||||
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||||
;******************************************************************************************
|
||||
; Time when some global events occur
|
||||
;
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||||
; default 35
|
||||
; default 50
|
||||
; default 70
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; Range: 0-100%
|
||||
;******************************************************************************************
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||||
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||||
GAME_PROGRESS_START_MADLAB_QUEST = 35
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||||
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||||
GAME_PROGRESS_MIKE_AVALIABLE = 50
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||||
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||||
GAME_PROGRESS_IGGY_AVALIABLE = 70
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||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
|
||||
; Range: 0-100
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||||
; 0 means no damage at all
|
||||
; maximum damage is 255
|
||||
;******************************************************************************************
|
||||
|
||||
EXPLOSIVES_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
MELEE_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
GUN_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
|
||||
;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
|
||||
;with each side checked. Stationary groups do this check periodically.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_ENEMY_STARTING_ALERT_LEVEL = 5
|
||||
NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
|
||||
HARD_ENEMY_STARTING_ALERT_LEVEL = 60
|
||||
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;When an enemy spots and chases a player group, the alertness value decrements by this value. The
|
||||
;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
|
||||
;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_ENEMY_STARTING_ALERT_DECAY = 75
|
||||
NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
|
||||
HARD_ENEMY_STARTING_ALERT_DECAY = 25
|
||||
INSANE_ENEMY_STARTING_ALERT_DECAY = 10
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;The base time that the queen can think about reinforcements for refilling lost patrol groups,
|
||||
;town garrisons, etc. She only is allowed one action per 'turn'.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_TIME_EVALUATE_IN_MINUTES = 480
|
||||
NORMAL_TIME_EVALUATE_IN_MINUTES = 360
|
||||
HARD_TIME_EVALUATE_IN_MINUTES = 180
|
||||
INSANE_TIME_EVALUATE_IN_MINUTES = 90
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;The variance added on.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_TIME_EVALUATE_VARIANCE = 240
|
||||
NORMAL_TIME_EVALUATE_VARIANCE = 180
|
||||
HARD_TIME_EVALUATE_VARIANCE = 120
|
||||
INSANE_TIME_EVALUATE_VARIANCE = 60
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
|
||||
;limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_GRACE_PERIOD_IN_HOURS = 144
|
||||
NORMAL_GRACE_PERIOD_IN_HOURS = 96
|
||||
HARD_GRACE_PERIOD_IN_HOURS = 48
|
||||
INSANE_GRACE_PERIOD_IN_HOURS = 6
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
|
||||
NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
|
||||
HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
|
||||
INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
|
||||
;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
|
||||
;is what is used to determine the free checks.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_NUM_AWARE_BATTLES = 1
|
||||
NORMAL_NUM_AWARE_BATTLES = 2
|
||||
HARD_NUM_AWARE_BATTLES = 3
|
||||
INSANE_NUM_AWARE_BATTLES = 4
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; 1. Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
|
||||
; Range: 0-255
|
||||
;
|
||||
; 2. Controls how rain affects visual distance
|
||||
; Range: 0-100%
|
||||
;
|
||||
; 3. Enable/disable militia command on tactical map
|
||||
; Range: TRUE/FALSE
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 Tactical Settings]
|
||||
|
||||
BASE_SIGHT_RANGE = 13
|
||||
|
||||
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
|
||||
|
||||
ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; not implemented
|
||||
;
|
||||
;******************************************************************************************
|
||||
|
||||
;[JA2 Tactical AI Settings]
|
||||
;MAX_TOSS_SEARCH_DIST=3
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; Change to increase volume for weapon sounds
|
||||
;
|
||||
; Range: 0-100%
|
||||
; 0 = no change
|
||||
; 100 = max volume
|
||||
;
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 Sound Settings]
|
||||
|
||||
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; 1. Time in seconds for DeadLock delay, default 15
|
||||
;
|
||||
; 2. Skip global strategic events (use to prevent game crashes)
|
||||
; Range: TRUE/FALSE
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 System Settings]
|
||||
|
||||
DEAD_LOCK_DELAY = 10
|
||||
|
||||
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
<ubOptimalNumber>12</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>1</uiIndex>
|
||||
<sItemIndex>255</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>2</uiIndex>
|
||||
<sItemIndex>245</sItemIndex>
|
||||
<ubOptimalNumber>9</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,155 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<AMMOLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<AMMO>
|
||||
<AmmoCaliber>0</AmmoCaliber>
|
||||
<BRCaliber>0</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.38 Spc</AmmoCaliber>
|
||||
<BRCaliber>.38 Spc</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9x19mm</AmmoCaliber>
|
||||
<BRCaliber>9x19mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.45 ACP</AmmoCaliber>
|
||||
<BRCaliber>.45 ACP</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.357 Mag</AmmoCaliber>
|
||||
<BRCaliber>.357 Mag</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>12 gauge</AmmoCaliber>
|
||||
<BRCaliber>12 gauge</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>CAWS</AmmoCaliber>
|
||||
<BRCaliber>CAWS</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.45x39mm</AmmoCaliber>
|
||||
<BRCaliber>5.45x39mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.56x45mm</AmmoCaliber>
|
||||
<BRCaliber>5.56x45mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62x51mm</AmmoCaliber>
|
||||
<BRCaliber>7.62x51mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62x39mm</AmmoCaliber>
|
||||
<BRCaliber>7.62x39mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>4.7x33mm</AmmoCaliber>
|
||||
<BRCaliber>4.7x33mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.7x28mm</AmmoCaliber>
|
||||
<BRCaliber>5.7x28mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Monster</AmmoCaliber>
|
||||
<BRCaliber>Monster</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Rocket</AmmoCaliber>
|
||||
<BRCaliber>Rocket</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Dart</AmmoCaliber>
|
||||
<BRCaliber>Dart</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>flame</AmmoCaliber>
|
||||
<BRCaliber>flame</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.50 BMG</AmmoCaliber>
|
||||
<BRCaliber>.50 BMG</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9x39mm</AmmoCaliber>
|
||||
<BRCaliber>9x39mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>4.6x30mm</AmmoCaliber>
|
||||
<BRCaliber>4.6x30mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62x25mm</AmmoCaliber>
|
||||
<BRCaliber>7.62x25mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>12.7mm</AmmoCaliber>
|
||||
<BRCaliber>12.7mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9x18mm</AmmoCaliber>
|
||||
<BRCaliber>9x18mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.40 S&W</AmmoCaliber>
|
||||
<BRCaliber>.40 S&W</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62x54R</AmmoCaliber>
|
||||
<BRCaliber>7.62x54R</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.338 Lapua</AmmoCaliber>
|
||||
<BRCaliber>.338 LM</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.44 Mag</AmmoCaliber>
|
||||
<BRCaliber>.44 Mag</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>10mm</AmmoCaliber>
|
||||
<BRCaliber>10mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>12.3x50mm</AmmoCaliber>
|
||||
<BRCaliber>12.3x50mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9x21mm</AmmoCaliber>
|
||||
<BRCaliber>9x21mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62x37mm</AmmoCaliber>
|
||||
<BRCaliber>7.62x37mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9mm SP-5</AmmoCaliber>
|
||||
<BRCaliber>9mm SP-5</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9mm SP-6</AmmoCaliber>
|
||||
<BRCaliber>9mm SP-6</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.45x18mm</AmmoCaliber>
|
||||
<BRCaliber>5.45x18mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9mm MS</AmmoCaliber>
|
||||
<BRCaliber>9mm MS</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.50 AE</AmmoCaliber>
|
||||
<BRCaliber>.50 AE</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.454 Casull</AmmoCaliber>
|
||||
<BRCaliber>.454 Casull</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.45 WM</AmmoCaliber>
|
||||
<BRCaliber>.45 WM</BRCaliber>
|
||||
</AMMO>
|
||||
</AMMOLIST>
|
||||
@@ -1,840 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<AMMOTYPELIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<AMMOTYPE>
|
||||
<uiIndex>0</uiIndex>
|
||||
<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>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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>1</uiIndex>
|
||||
<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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>2</uiIndex>
|
||||
<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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>3</uiIndex>
|
||||
<fontColour>163</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>4</uiIndex>
|
||||
<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>1</standardIssue>
|
||||
<numberOfBullets>9</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>5</uiIndex>
|
||||
<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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>6</uiIndex>
|
||||
<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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>7</uiIndex>
|
||||
<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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>1</monsterSpit>
|
||||
<acidic>1</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>8</uiIndex>
|
||||
<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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>1</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>9</uiIndex>
|
||||
<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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>1</highExplosive>
|
||||
<explosionSize>1</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>10</uiIndex>
|
||||
<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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>11</uiIndex>
|
||||
<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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>1</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>12</uiIndex>
|
||||
<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>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>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>13</uiIndex>
|
||||
<fontColour>160</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>17</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>14</uiIndex>
|
||||
<fontColour>185</fontColour>
|
||||
<grayed>12</grayed>
|
||||
<offNormal>9</offNormal>
|
||||
<onNormal>11</onNormal>
|
||||
<structureImpactReductionMultiplier>4</structureImpactReductionMultiplier>
|
||||
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
|
||||
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
|
||||
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
|
||||
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
|
||||
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
|
||||
<afterArmourDamageMultiplier>34</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>15</uiIndex>
|
||||
<fontColour>144</fontColour>
|
||||
<grayed>4</grayed>
|
||||
<offNormal>17</offNormal>
|
||||
<onNormal>19</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>
|
||||
<tracerEffect>1</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>16</uiIndex>
|
||||
<fontColour>144</fontColour>
|
||||
<grayed>4</grayed>
|
||||
<offNormal>17</offNormal>
|
||||
<onNormal>19</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>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>
|
||||
<tracerEffect>1</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>17</uiIndex>
|
||||
<fontColour>133</fontColour>
|
||||
<grayed>4</grayed>
|
||||
<offNormal>13</offNormal>
|
||||
<onNormal>15</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>18</uiIndex>
|
||||
<fontColour>133</fontColour>
|
||||
<grayed>4</grayed>
|
||||
<offNormal>13</offNormal>
|
||||
<onNormal>15</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>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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>19</uiIndex>
|
||||
<fontColour>135</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>95</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>20</uiIndex>
|
||||
<fontColour>71</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>16</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>21</uiIndex>
|
||||
<fontColour>161</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>75</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>22</uiIndex>
|
||||
<fontColour>163</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>75</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>23</uiIndex>
|
||||
<fontColour>184</fontColour>
|
||||
<grayed>12</grayed>
|
||||
<offNormal>9</offNormal>
|
||||
<onNormal>11</onNormal>
|
||||
<structureImpactReductionMultiplier>4</structureImpactReductionMultiplier>
|
||||
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
|
||||
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
|
||||
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
|
||||
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
|
||||
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
|
||||
<afterArmourDamageMultiplier>32</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>24</uiIndex>
|
||||
<fontColour>184</fontColour>
|
||||
<grayed>12</grayed>
|
||||
<offNormal>9</offNormal>
|
||||
<onNormal>11</onNormal>
|
||||
<structureImpactReductionMultiplier>4</structureImpactReductionMultiplier>
|
||||
<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
|
||||
<armourImpactReductionMultiplier>3</armourImpactReductionMultiplier>
|
||||
<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
|
||||
<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
|
||||
<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
|
||||
<afterArmourDamageMultiplier>26</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>25</uiIndex>
|
||||
<fontColour>24</fontColour>
|
||||
<grayed>12</grayed>
|
||||
<offNormal>9</offNormal>
|
||||
<onNormal>11</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>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>75</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>26</uiIndex>
|
||||
<fontColour>186</fontColour>
|
||||
<grayed>8</grayed>
|
||||
<offNormal>13</offNormal>
|
||||
<onNormal>15</onNormal>
|
||||
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
|
||||
<structureImpactReductionDivisor>2</structureImpactReductionDivisor>
|
||||
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
|
||||
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
|
||||
<beforeArmourDamageMultiplier>3</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>1</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
</AMMOTYPELIST>
|
||||
@@ -1,489 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<ARMOURLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<ARMOUR>
|
||||
<uiIndex>0</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>10</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>1</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>13</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>2</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>16</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>3</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>15</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>4</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>19</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>5</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>24</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>6</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>7</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>36</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>8</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>42</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>9</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>15</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>12</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>13</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>36</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>14</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>42</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>15</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>10</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>16</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>15</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>17</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>19</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>18</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>24</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>19</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>20</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>36</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>21</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>42</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>22</uiIndex>
|
||||
<ubArmourClass>3</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>100</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>23</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>3</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>24</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>5</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>25</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>6</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>26</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>27</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>2</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>28</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>12</ubProtection>
|
||||
<ubDegradePercent>30</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>29</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>16</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>30</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>19</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>31</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>7</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>32</uiIndex>
|
||||
<ubArmourClass>4</ubArmourClass>
|
||||
<ubProtection>8</ubProtection>
|
||||
<ubDegradePercent>0</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>33</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>1</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>34</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>22</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>35</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>27</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>36</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>32</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>37</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>1</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>38</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>18</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>39</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>18</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>40</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>18</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>41</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>5</ubProtection>
|
||||
<ubDegradePercent>25</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>42</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>43</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>44</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>45</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>46</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>35</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>47</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>40</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>48</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>49</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>35</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>50</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>40</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>51</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>20</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>52</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>35</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>53</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>40</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>54</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>45</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>55</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>50</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>56</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>55</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>57</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>45</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>58</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>50</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>59</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>55</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>60</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>50</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>61</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>55</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>62</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>60</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>63</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>12</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>64</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>12</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>65</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>12</ubProtection>
|
||||
<ubDegradePercent>40</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>66</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>67</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>68</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>69</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>70</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>71</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>72</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>73</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>74</uiIndex>
|
||||
<ubArmourClass>0</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>75</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>76</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>77</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>78</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>20</ubProtection>
|
||||
<ubDegradePercent>15</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>79</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>25</ubProtection>
|
||||
<ubDegradePercent>10</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>80</uiIndex>
|
||||
<ubArmourClass>1</ubArmourClass>
|
||||
<ubProtection>30</ubProtection>
|
||||
<ubDegradePercent>5</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>81</uiIndex>
|
||||
<ubArmourClass>3</ubArmourClass>
|
||||
<ubProtection>15</ubProtection>
|
||||
<ubDegradePercent>100</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
<ARMOUR>
|
||||
<uiIndex>82</uiIndex>
|
||||
<ubArmourClass>2</ubArmourClass>
|
||||
<ubProtection>8</ubProtection>
|
||||
<ubDegradePercent>200</ubDegradePercent>
|
||||
</ARMOUR>
|
||||
</ARMOURLIST>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
-38
@@ -1,38 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<ATTACHMENTCOMBOMERGELIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<ATTACHMENTCOMBOMERGE>
|
||||
<uiIndex>0</uiIndex>
|
||||
<usItem>305</usItem>
|
||||
<usAttachment1>306</usAttachment1>
|
||||
<usAttachment2>0</usAttachment2>
|
||||
<usResult>307</usResult>
|
||||
</ATTACHMENTCOMBOMERGE>
|
||||
<ATTACHMENTCOMBOMERGE>
|
||||
<uiIndex>1</uiIndex>
|
||||
<usItem>308</usItem>
|
||||
<usAttachment1>309</usAttachment1>
|
||||
<usAttachment2>304</usAttachment2>
|
||||
<usResult>310</usResult>
|
||||
</ATTACHMENTCOMBOMERGE>
|
||||
<ATTACHMENTCOMBOMERGE>
|
||||
<uiIndex>2</uiIndex>
|
||||
<usItem>318</usItem>
|
||||
<usAttachment1>319</usAttachment1>
|
||||
<usAttachment2>320</usAttachment2>
|
||||
<usResult>321</usResult>
|
||||
</ATTACHMENTCOMBOMERGE>
|
||||
<ATTACHMENTCOMBOMERGE>
|
||||
<uiIndex>3</uiIndex>
|
||||
<usItem>315</usItem>
|
||||
<usAttachment1>316</usAttachment1>
|
||||
<usAttachment2>0</usAttachment2>
|
||||
<usResult>317</usResult>
|
||||
</ATTACHMENTCOMBOMERGE>
|
||||
<ATTACHMENTCOMBOMERGE>
|
||||
<uiIndex>4</uiIndex>
|
||||
<usItem>264</usItem>
|
||||
<usAttachment1>316</usAttachment1>
|
||||
<usAttachment2>0</usAttachment2>
|
||||
<usResult>223</usResult>
|
||||
</ATTACHMENTCOMBOMERGE>
|
||||
</ATTACHMENTCOMBOMERGELIST>
|
||||
@@ -1,108 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<ATTACHMENTINFOLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
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||||
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|
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|
||||
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||||
<ATTACHMENTINFO>
|
||||
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</ATTACHMENTINFO>
|
||||
</ATTACHMENTINFOLIST>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,103 +0,0 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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||||
<SOUNDLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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||||
<SOUND>NOSOUND</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mm Burst %d.wav</SOUND>
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||||
<SOUND>SOUNDS\WEAPONS\45 Caliber Burst %d.wav</SOUND>
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||||
<SOUND>SOUNDS\WEAPONS\Shotgun Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\5,45 Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\5,56 Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\7,62 NATO Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\7,62 WP Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\4,7 Caliber Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\5,7 Burst %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\RL Automatic %d.wav</SOUND>
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<SOUND>SOUNDS\WEAPONS\SILENCER BURST %d.wav</SOUND>
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@@ -1,26 +0,0 @@
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<!-- this a comment, all of the text between the angled brackets is ignored
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Attribute Field Reference:
|
||||
|
||||
uiIndex - index of item in array, just increment this for each new entry
|
||||
sItemIndex - item index to stock
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ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
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-->
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</INVENTORY>
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<INVENTORY>
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<sItemIndex>255</sItemIndex>
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</INVENTORY>
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<INVENTORY>
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|
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</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,168 +0,0 @@
|
||||
<CITY_INFO>
|
||||
<CITYLIST>
|
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<CITY>
|
||||
<uiIndex>1</uiIndex>
|
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<szName>Omerta</szName>
|
||||
<baseSector>
|
||||
<x>9</x>
|
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|
||||
</baseSector>
|
||||
<townPoint>
|
||||
<x>90</x>
|
||||
<y>10</y>
|
||||
</townPoint>
|
||||
</CITY>
|
||||
<CITY>
|
||||
<uiIndex>2</uiIndex>
|
||||
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|
||||
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|
||||
<x>13</x>
|
||||
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|
||||
</baseSector>
|
||||
<townPoint>
|
||||
<x>125</x>
|
||||
<y>40</y>
|
||||
</townPoint>
|
||||
</CITY>
|
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<CITY>
|
||||
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|
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|
||||
<baseSector>
|
||||
<x>13</x>
|
||||
<y>8</y>
|
||||
</baseSector>
|
||||
<townPoint>
|
||||
<x>130</x>
|
||||
<y>90</y>
|
||||
</townPoint>
|
||||
</CITY>
|
||||
<CITY>
|
||||
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|
||||
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|
||||
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|
||||
<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>
|
||||
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|
||||
</baseSector>
|
||||
<townPoint>
|
||||
<x>95</x>
|
||||
<y>70</y>
|
||||
</townPoint>
|
||||
</CITY>
|
||||
<CITY>
|
||||
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|
||||
<szName>San Mona</szName>
|
||||
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|
||||
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|
||||
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|
||||
</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>
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|
||||
</CITY_TABLE>
|
||||
</CITY_INFO>
|
||||
-223
@@ -1,223 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<COMPATIBLEFACEITEMLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>210</compatiblefaceitemIndex>
|
||||
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|
||||
</COMPATIBLEFACEITEM>
|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>210</compatiblefaceitemIndex>
|
||||
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|
||||
</COMPATIBLEFACEITEM>
|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>210</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>210</compatiblefaceitemIndex>
|
||||
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|
||||
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||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>211</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>211</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>211</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>212</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
<itemIndex>213</itemIndex>
|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>259</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>259</compatiblefaceitemIndex>
|
||||
<itemIndex>1024</itemIndex>
|
||||
</COMPATIBLEFACEITEM>
|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>259</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>266</compatiblefaceitemIndex>
|
||||
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|
||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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|
||||
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||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>266</compatiblefaceitemIndex>
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||||
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||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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||||
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||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>1024</compatiblefaceitemIndex>
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||||
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||||
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|
||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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||||
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||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>1024</compatiblefaceitemIndex>
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||||
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||||
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||||
<COMPATIBLEFACEITEM>
|
||||
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||||
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||||
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||||
<COMPATIBLEFACEITEM>
|
||||
<compatiblefaceitemIndex>1024</compatiblefaceitemIndex>
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||||
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||||
<COMPATIBLEFACEITEM>
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||||
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<COMPATIBLEFACEITEM>
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||||
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||||
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||||
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||||
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||||
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||||
<COMPATIBLEFACEITEM>
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||||
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||||
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||||
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||||
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||||
@@ -1,418 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
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|
||||
<INVENTORY>
|
||||
<uiIndex>28</uiIndex>
|
||||
<sItemIndex>215</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>29</uiIndex>
|
||||
<sItemIndex>243</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>30</uiIndex>
|
||||
<sItemIndex>304</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>31</uiIndex>
|
||||
<sItemIndex>901</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>32</uiIndex>
|
||||
<sItemIndex>902</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>33</uiIndex>
|
||||
<sItemIndex>903</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>34</uiIndex>
|
||||
<sItemIndex>904</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>35</uiIndex>
|
||||
<sItemIndex>905</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>36</uiIndex>
|
||||
<sItemIndex>906</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>37</uiIndex>
|
||||
<sItemIndex>907</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>38</uiIndex>
|
||||
<sItemIndex>908</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>39</uiIndex>
|
||||
<sItemIndex>913</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>40</uiIndex>
|
||||
<sItemIndex>914</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>41</uiIndex>
|
||||
<sItemIndex>915</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>42</uiIndex>
|
||||
<sItemIndex>916</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>43</uiIndex>
|
||||
<sItemIndex>917</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>44</uiIndex>
|
||||
<sItemIndex>918</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>45</uiIndex>
|
||||
<sItemIndex>951</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>46</uiIndex>
|
||||
<sItemIndex>952</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>47</uiIndex>
|
||||
<sItemIndex>953</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>48</uiIndex>
|
||||
<sItemIndex>954</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>49</uiIndex>
|
||||
<sItemIndex>955</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>50</uiIndex>
|
||||
<sItemIndex>956</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>51</uiIndex>
|
||||
<sItemIndex>957</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>52</uiIndex>
|
||||
<sItemIndex>958</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>53</uiIndex>
|
||||
<sItemIndex>959</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>54</uiIndex>
|
||||
<sItemIndex>960</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>55</uiIndex>
|
||||
<sItemIndex>961</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>56</uiIndex>
|
||||
<sItemIndex>962</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>57</uiIndex>
|
||||
<sItemIndex>963</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>58</uiIndex>
|
||||
<sItemIndex>964</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>59</uiIndex>
|
||||
<sItemIndex>965</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>60</uiIndex>
|
||||
<sItemIndex>966</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>61</uiIndex>
|
||||
<sItemIndex>967</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>62</uiIndex>
|
||||
<sItemIndex>968</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>63</uiIndex>
|
||||
<sItemIndex>969</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>64</uiIndex>
|
||||
<sItemIndex>970</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>65</uiIndex>
|
||||
<sItemIndex>971</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>66</uiIndex>
|
||||
<sItemIndex>972</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>67</uiIndex>
|
||||
<sItemIndex>973</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>68</uiIndex>
|
||||
<sItemIndex>974</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>69</uiIndex>
|
||||
<sItemIndex>975</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>70</uiIndex>
|
||||
<sItemIndex>976</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>71</uiIndex>
|
||||
<sItemIndex>977</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>72</uiIndex>
|
||||
<sItemIndex>978</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>73</uiIndex>
|
||||
<sItemIndex>979</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>74</uiIndex>
|
||||
<sItemIndex>980</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>75</uiIndex>
|
||||
<sItemIndex>981</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>76</uiIndex>
|
||||
<sItemIndex>982</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>77</uiIndex>
|
||||
<sItemIndex>983</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>78</uiIndex>
|
||||
<sItemIndex>984</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>79</uiIndex>
|
||||
<sItemIndex>985</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>80</uiIndex>
|
||||
<sItemIndex>986</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>81</uiIndex>
|
||||
<sItemIndex>987</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>82</uiIndex>
|
||||
<sItemIndex>988</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
<ubOptimalNumber>12</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>1</uiIndex>
|
||||
<sItemIndex>255</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>2</uiIndex>
|
||||
<sItemIndex>245</sItemIndex>
|
||||
<ubOptimalNumber>9</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,597 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<ENEMYGUNCHOICESLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<ENEMYGUNCHOICES>
|
||||
<uiIndex>0</uiIndex>
|
||||
<ubChoices>14</ubChoices>
|
||||
<bItemNo1>689</bItemNo1>
|
||||
<bItemNo2>690</bItemNo2>
|
||||
<bItemNo3>635</bItemNo3>
|
||||
<bItemNo4>675</bItemNo4>
|
||||
<bItemNo5>716</bItemNo5>
|
||||
<bItemNo6>738</bItemNo6>
|
||||
<bItemNo7>744</bItemNo7>
|
||||
<bItemNo8>338</bItemNo8>
|
||||
<bItemNo9>339</bItemNo9>
|
||||
<bItemNo10>721</bItemNo10>
|
||||
<bItemNo11>718</bItemNo11>
|
||||
<bItemNo12>722</bItemNo12>
|
||||
<bItemNo13>5</bItemNo13>
|
||||
<bItemNo14>720</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>18</ubChoices>
|
||||
<bItemNo1>703</bItemNo1>
|
||||
<bItemNo2>719</bItemNo2>
|
||||
<bItemNo3>3</bItemNo3>
|
||||
<bItemNo4>336</bItemNo4>
|
||||
<bItemNo5>622</bItemNo5>
|
||||
<bItemNo6>645</bItemNo6>
|
||||
<bItemNo7>678</bItemNo7>
|
||||
<bItemNo8>8</bItemNo8>
|
||||
<bItemNo9>1</bItemNo9>
|
||||
<bItemNo10>6</bItemNo10>
|
||||
<bItemNo11>330</bItemNo11>
|
||||
<bItemNo12>623</bItemNo12>
|
||||
<bItemNo13>644</bItemNo13>
|
||||
<bItemNo14>695</bItemNo14>
|
||||
<bItemNo15>16</bItemNo15>
|
||||
<bItemNo16>17</bItemNo16>
|
||||
<bItemNo17>737</bItemNo17>
|
||||
<bItemNo18>4</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>15</ubChoices>
|
||||
<bItemNo1>658</bItemNo1>
|
||||
<bItemNo2>2</bItemNo2>
|
||||
<bItemNo3>22</bItemNo3>
|
||||
<bItemNo4>631</bItemNo4>
|
||||
<bItemNo5>736</bItemNo5>
|
||||
<bItemNo6>636</bItemNo6>
|
||||
<bItemNo7>67</bItemNo7>
|
||||
<bItemNo8>679</bItemNo8>
|
||||
<bItemNo9>9</bItemNo9>
|
||||
<bItemNo10>604</bItemNo10>
|
||||
<bItemNo11>628</bItemNo11>
|
||||
<bItemNo12>725</bItemNo12>
|
||||
<bItemNo13>747</bItemNo13>
|
||||
<bItemNo14>701</bItemNo14>
|
||||
<bItemNo15>11</bItemNo15>
|
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||||
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|
||||
<uiIndex>55</uiIndex>
|
||||
<ubType>0</ubType>
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||||
<ubDamage>30</ubDamage>
|
||||
<ubStunDamage>5</ubStunDamage>
|
||||
<ubRadius>8</ubRadius>
|
||||
<ubVolume>25</ubVolume>
|
||||
<ubVolatility>1</ubVolatility>
|
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<ubAnimationID>2</ubAnimationID>
|
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<ubDuration>0</ubDuration>
|
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<ubStartRadius>0</ubStartRadius>
|
||||
</EXPLOSIVE>
|
||||
</EXPLOSIVELIST>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
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||||
<INVENTORY>
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||||
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||||
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||||
<INVENTORY>
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||||
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|
||||
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|
||||
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||||
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|
||||
<INVENTORY>
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||||
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||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,148 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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||||
<INVENTORY>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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</INVENTORY>
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||||
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||||
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||||
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||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
</INVENTORY>
|
||||
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||||
</INVENTORY>
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||||
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||||
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||||
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||||
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|
||||
</INVENTORY>
|
||||
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||||
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||||
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|
||||
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|
||||
</INVENTORY>
|
||||
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|
||||
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||||
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||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
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||||
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||||
<INVENTORY>
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
</INVENTORY>
|
||||
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|
||||
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|
||||
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||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,61 +0,0 @@
|
||||
<!-- 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>
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
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|
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|
||||
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|
||||
</INVENTORY>
|
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|
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||||
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||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,53 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
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|
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|
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|
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|
||||
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|
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|
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|
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||||
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|
||||
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||||
</INVENTORYLIST>
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||||
File diff suppressed because it is too large
Load Diff
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@@ -1,631 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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||||
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|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>977</launchableIndex>
|
||||
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|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>978</launchableIndex>
|
||||
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|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>978</launchableIndex>
|
||||
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|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>978</launchableIndex>
|
||||
<itemIndex>916</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>978</launchableIndex>
|
||||
<itemIndex>917</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
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|
||||
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|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>980</launchableIndex>
|
||||
<itemIndex>907</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>980</launchableIndex>
|
||||
<itemIndex>911</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>981</launchableIndex>
|
||||
<itemIndex>904</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>981</launchableIndex>
|
||||
<itemIndex>907</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>981</launchableIndex>
|
||||
<itemIndex>911</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>982</launchableIndex>
|
||||
<itemIndex>906</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>983</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>984</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>985</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>986</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>987</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>988</launchableIndex>
|
||||
<itemIndex>909</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
</LAUNCHABLELIST>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
<ubOptimalNumber>12</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>1</uiIndex>
|
||||
<sItemIndex>255</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>2</uiIndex>
|
||||
<sItemIndex>245</sItemIndex>
|
||||
<ubOptimalNumber>9</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,483 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<MERGELIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<MERGE>
|
||||
<firstItemIndex>136</firstItemIndex>
|
||||
<secondItemIndex>137</secondItemIndex>
|
||||
<resultingItemIndex>138</resultingItemIndex>
|
||||
<mergeType>3</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>136</firstItemIndex>
|
||||
<secondItemIndex>139</secondItemIndex>
|
||||
<resultingItemIndex>142</resultingItemIndex>
|
||||
<mergeType>3</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>137</firstItemIndex>
|
||||
<secondItemIndex>136</secondItemIndex>
|
||||
<resultingItemIndex>138</resultingItemIndex>
|
||||
<mergeType>3</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>139</firstItemIndex>
|
||||
<secondItemIndex>136</secondItemIndex>
|
||||
<resultingItemIndex>142</resultingItemIndex>
|
||||
<mergeType>3</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>201</firstItemIndex>
|
||||
<secondItemIndex>201</secondItemIndex>
|
||||
<resultingItemIndex>201</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>202</firstItemIndex>
|
||||
<secondItemIndex>202</secondItemIndex>
|
||||
<resultingItemIndex>202</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>203</firstItemIndex>
|
||||
<secondItemIndex>203</secondItemIndex>
|
||||
<resultingItemIndex>203</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
<secondItemIndex>204</secondItemIndex>
|
||||
<resultingItemIndex>204</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>205</firstItemIndex>
|
||||
<secondItemIndex>205</secondItemIndex>
|
||||
<resultingItemIndex>205</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
<resultingItemIndex>214</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
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|
||||
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|
||||
</MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
</MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
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|
||||
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|
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|
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|
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
<MERGE>
|
||||
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|
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|
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|
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|
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</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
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|
||||
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|
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<mergeType>0</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
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|
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|
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|
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|
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</MERGE>
|
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<MERGE>
|
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|
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|
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|
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|
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</MERGE>
|
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<MERGE>
|
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|
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|
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|
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|
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</MERGE>
|
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<MERGE>
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>2</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
<MERGE>
|
||||
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||||
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||||
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||||
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|
||||
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|
||||
<MERGE>
|
||||
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||||
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||||
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||||
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||||
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|
||||
<MERGE>
|
||||
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||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
<resultingItemIndex>256</resultingItemIndex>
|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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||||
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|
||||
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|
||||
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|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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||||
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|
||||
<resultingItemIndex>313</resultingItemIndex>
|
||||
<mergeType>4</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
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|
||||
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|
||||
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|
||||
<mergeType>5</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>321</firstItemIndex>
|
||||
<secondItemIndex>317</secondItemIndex>
|
||||
<resultingItemIndex>324</resultingItemIndex>
|
||||
<mergeType>5</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>327</firstItemIndex>
|
||||
<secondItemIndex>327</secondItemIndex>
|
||||
<resultingItemIndex>327</resultingItemIndex>
|
||||
<mergeType>1</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>1022</firstItemIndex>
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||||
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||||
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|
||||
<mergeType>4</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>1022</firstItemIndex>
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||||
<secondItemIndex>255</secondItemIndex>
|
||||
<resultingItemIndex>979</resultingItemIndex>
|
||||
<mergeType>4</mergeType>
|
||||
</MERGE>
|
||||
<MERGE>
|
||||
<firstItemIndex>1022</firstItemIndex>
|
||||
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|
||||
<resultingItemIndex>979</resultingItemIndex>
|
||||
<mergeType>4</mergeType>
|
||||
</MERGE>
|
||||
</MERGELIST>
|
||||
@@ -1,46 +0,0 @@
|
||||
<!-- 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>
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||||
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||||
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||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>1</uiIndex>
|
||||
<sItemIndex>231</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
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||||
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||||
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|
||||
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||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>4</uiIndex>
|
||||
<sItemIndex>261</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>5</uiIndex>
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||||
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|
||||
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||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>6</uiIndex>
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|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
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||||
</INVENTORY>
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||||
</INVENTORYLIST>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
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||||
<ubOptimalNumber>12</ubOptimalNumber>
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||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>1</uiIndex>
|
||||
<sItemIndex>255</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,203 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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||||
<INVENTORY>
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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||||
</INVENTORY>
|
||||
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|
||||
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|
||||
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||||
</INVENTORY>
|
||||
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|
||||
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||||
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||||
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||||
</INVENTORY>
|
||||
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|
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|
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|
||||
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||||
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|
||||
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|
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||||
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|
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|
||||
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|
||||
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|
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|
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|
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||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
<sItemIndex>600</sItemIndex>
|
||||
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|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<INVENTORY>
|
||||
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|
||||
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|
||||
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|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -1,463 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<SOUNDLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<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>
|
||||
<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>
|
||||
<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\7,62 NATO SINGLE SHOT.WAV</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\WEAPONS\SILENCER 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\SILENCER 03.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 03.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 05.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 06.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 11.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 14.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT FALL 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT STEP 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT STEP 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SWIPE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\Eating_Flesh 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT CRIPPLED.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT DYING PART 1.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT DYING PART 2.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT LUNGE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SMELLS THREAT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SMELLS PREY.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SPIT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY DYING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY DRAGGING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY SHRIEK 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY SPITTING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\LARVAE MOVEMENT 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\LARVAE RUPTURE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN SHRIEK 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN DYING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN ENRAGED ATTACK.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN RUPTURING.WAV</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\Small Switch 01 Out.wav</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\Grab Roof.wav</SOUND>
|
||||
<SOUND>SOUNDS\Land On Roof.wav</SOUND>
|
||||
<SOUND>SOUNDS\Branch Snap 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\Branch Snap 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\Indoor Bump 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fridge Door Open.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fridge Door Close.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fire 03 Loop.wav</SOUND>
|
||||
<SOUND>SOUNDS\GLASS_CRACK.wav</SOUND>
|
||||
<SOUND>SOUNDS\SPIT RICOCHET.WAV</SOUND>
|
||||
<SOUND>SOUNDS\TIGER HIT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat dying 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SLAP.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ROBOT BEEP.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ELECTRICITY.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWIMMING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWIMMING 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\KEY FAILURE.WAV</SOUND>
|
||||
<SOUND>SOUNDS\target cursor.WAV</SOUND>
|
||||
<SOUND>SOUNDS\statue open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\remote activate.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wirecutters.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drink from canteen.WAV</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat attack.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat loud roar.wav</SOUND>
|
||||
<SOUND>SOUNDS\robot greeting.wav</SOUND>
|
||||
<SOUND>SOUNDS\robot death.wav</SOUND>
|
||||
<SOUND>SOUNDS\gas grenade explode.WAV</SOUND>
|
||||
<SOUND>SOUNDS\air escaping.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drawer open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drawer close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\locker door open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\locker door close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wooden box open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wooden box close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\robot stop moving.WAV</SOUND>
|
||||
<SOUND>SOUNDS\water movement 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 03.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 04.wav</SOUND>
|
||||
<SOUND>SOUNDS\PRONE TO CROUCH.WAV</SOUND>
|
||||
<SOUND>SOUNDS\CROUCH TO PRONE.WAV</SOUND>
|
||||
<SOUND>SOUNDS\CROUCH TO STAND.WAV</SOUND>
|
||||
<SOUND>SOUNDS\STAND TO CROUCH.WAV</SOUND>
|
||||
<SOUND>SOUNDS\picking something up.WAV</SOUND>
|
||||
<SOUND>SOUNDS\cow falling.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_01.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_02.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_03.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_04.wav</SOUND>
|
||||
<SOUND>SOUNDS\spit ricochet.wav</SOUND>
|
||||
<SOUND>SOUNDS\ADULT crippled.WAV</SOUND>
|
||||
<SOUND>SOUNDS\death disintegration.wav</SOUND>
|
||||
<SOUND>SOUNDS\Queen Ambience.wav</SOUND>
|
||||
<SOUND>SOUNDS\Alien Impact.wav</SOUND>
|
||||
<SOUND>SOUNDS\crow pecking flesh 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\crow fly.wav</SOUND>
|
||||
<SOUND>SOUNDS\slap 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\setting up mortar.wav</SOUND>
|
||||
<SOUND>SOUNDS\mortar whistle.wav</SOUND>
|
||||
<SOUND>SOUNDS\load mortar.wav</SOUND>
|
||||
<SOUND>SOUNDS\tank turret a.wav</SOUND>
|
||||
<SOUND>SOUNDS\tank turret b.wav</SOUND>
|
||||
<SOUND>SOUNDS\cow falling b.wav</SOUND>
|
||||
<SOUND>SOUNDS\stab into flesh.wav</SOUND>
|
||||
<SOUND>SOUNDS\explosion 10.wav</SOUND>
|
||||
<SOUND>SOUNDS\explosion 12.wav</SOUND>
|
||||
<SOUND>SOUNDS\drink from canteen male.WAV</SOUND>
|
||||
<SOUND>SOUNDS\x ray activated.WAV</SOUND>
|
||||
<SOUND>SOUNDS\catch object.wav</SOUND>
|
||||
<SOUND>SOUNDS\fence open.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\50CAL.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\VALSILENT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\57\5,7 Five-seveN SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x21\9X21SP10 GYURZA.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x25\7,62x25mm TT33 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\12,7MM AMR SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 76MM AUTOLOADER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Glock18 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\40\40S&W PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\m40.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\40\40S&W PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP SKS SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\40\40S&W PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 70MM AUTOLOADER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R SVU SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\40\40S&W PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 VALSD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 VALSD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x18\9MMPMM SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\338LM SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 76MM AUTOLOADER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R SVD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO BOLT-ACTION SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44\44 REVOLVER SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO MSG SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 SR3 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44\44-40 RIFLE SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO PSG SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R SVD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO M24 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 Mini-14 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\molotov.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\molotov2.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\46\4,6 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\47\4,7 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\57\5,7 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 AK SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 AKS SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 AN-94 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 RPK SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 FAMAS SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 G36 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 G41 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 HK53 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 M4 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 FN2000 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 CAR15 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 Galil Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 M16 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 Minimi SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 SA80 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 TAVOR SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 Ultimax NR Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 XM8 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO FAL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO G3 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO HK21 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO M14 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO M60 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO MAG Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO SCOUT SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x51\7,62 NATO VEPR SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP Groza Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP RPD Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP RPK Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP vz58 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x25\7,62x25mm PPSh41 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x25\7,62x25mm TT33 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x25\7,62x25mm Type85 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R MOSIN-NAGANT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R PKM SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R Pecheneg Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R SVD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm B92 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm B93R SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Calico SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm CGM45 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Glock18 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Micro-Uzi OB Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Mini-Uzi SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm MP5 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm MP5K SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm MP5SD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm P7 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Sterling Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9mm Uzi Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x18\9mmPM Stechkin Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 Groza Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 GrozaSD Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 SR3 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 SR3SD Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 VAL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x39\9x39 VALSD SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\10\10mm MP5 Burst 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\10\10mm Pistol SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\12,3x50R UDAR SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\12,7MM AMRBA SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 70MM AUTOLOADER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 70MM DOUBLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 70MM PUMP-ACTION.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 76MM AUTOLOADER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 76MM DOUBLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\12-g 76MM PUMP-ACTION.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\20MM OICW SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\30-06_GARAND SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\38\38SUPER PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\38\38 CALIBER.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MM AG36 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MM M79 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MM M203 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MM MILKOR SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MMVOG GP25 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MMVOG RG6 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\40MS AICW 600RPM BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\43MM GM94 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44\44 REVOLVER SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44\44 DE SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44\44MAGWIN94LEVER-ACTION.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER MAC10 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER SMG SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER ThM1A1 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45 CALIBER UMP BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45\45LC SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\50\50 CAL AW50 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\50\50 CAL M82 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\50\50AE DE SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\60MM MORTAR.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\357\357 DE SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\357\357 REVOLVER SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\357\357SIG PISTOL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\38\380 MAC11 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\454 CASULL SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\Flamethrower.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\M72 LAW.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\RPG16 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\RPG26 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\RPG27 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\RPG-7.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\SHOTGUN CAWS SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\SHOTGUN PUMP-ACTION SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12g\SHOTGUN SEMI-AUTO SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\TANK_CANNON.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x18\9MMPM AEK919K BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\30M1 AUTOMAGIII SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 AUG SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Misc\338LM SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 AEK971 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP AEK973 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45MMPMT OC-23 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x18\9MMPM BIZON BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\47\4,73x25G11PDWSINGLESHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Heavy\25x59BXM25SINGLESHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\545\5,45 AK107 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x39\7,62 WP RK76 SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x19\9MM TMP BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 FNC BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9MS\9MS SFZ2500 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 SIG551 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 AK108 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 AR70-90 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 AUGLSW BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\556\5,56 F88 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\762x54R\7,62x54R SVU SINGLE SHOT.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9x18\9MMPM VZ82 BURST 1.ogg</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\38\38 SPECIAL REVOLVER.ogg</SOUND>
|
||||
</SOUNDLIST>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
@@ -1,524 +0,0 @@
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.24 Build 78
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;
|
||||
; 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.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Options]
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; 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 = 85
|
||||
|
||||
IMPATTRIBUTEPOINTS = 50
|
||||
|
||||
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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; In this section you can enable/disable vertical synchronisation
|
||||
; If disabled the game will run faster
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[JA2 Screen Resolution Settings]
|
||||
VERTICAL_SYNC = FALSE
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; In this section you can enable the weather effects (rain & storms).
|
||||
; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
|
||||
; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
|
||||
; with lightning)
|
||||
; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[JA2 Rain Settings]
|
||||
|
||||
ALLOW_RAIN = TRUE
|
||||
|
||||
RAIN_CHANCE_PER_DAY = 100
|
||||
|
||||
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
||||
|
||||
RAIN_MAX_LENGTH_IN_MINUTES = 180
|
||||
|
||||
MAX_RAIN_DROPS = 80
|
||||
|
||||
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
||||
|
||||
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
|
||||
|
||||
|
||||
[JA2 Thunder Settings]
|
||||
|
||||
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
|
||||
|
||||
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
|
||||
|
||||
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
|
||||
|
||||
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
|
||||
|
||||
PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
|
||||
|
||||
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Controls animation speed for faster movements in battle
|
||||
; 1 = normal
|
||||
; 0 = max speed
|
||||
; Range: 0-1
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[JA2 Turnbased Animation Speed Settings]
|
||||
|
||||
PLAYER_TURN_SPEED_UP_FACTOR = 1
|
||||
|
||||
ENEMY_TURN_SPEED_UP_FACTOR = 1
|
||||
|
||||
CREATURE_TURN_SPEED_UP_FACTOR= 1
|
||||
|
||||
MILITIA_TURN_SPEED_UP_FACTOR = 1
|
||||
|
||||
CIVILIAN_TURN_SPEED_UP_FACTOR = 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Allows militia to move on strategic map
|
||||
; Allows militia reinforcements from near sectors
|
||||
; Reinforcements only in cities
|
||||
; Amount of troops that will be added to queens army when the troops pool is empty
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[JA2 Gameplay Settings]
|
||||
|
||||
ALLOW_MILITIA_MOBILE_GROUPS = TRUE
|
||||
|
||||
ALLOW_REINFORCEMENTS = TRUE
|
||||
|
||||
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
||||
|
||||
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; Time when some global events occur
|
||||
;
|
||||
; default 35
|
||||
; default 50
|
||||
; default 70
|
||||
; Range: 0-100%
|
||||
;******************************************************************************************
|
||||
|
||||
GAME_PROGRESS_START_MADLAB_QUEST = 35
|
||||
|
||||
GAME_PROGRESS_MIKE_AVALIABLE = 50
|
||||
|
||||
GAME_PROGRESS_IGGY_AVALIABLE = 70
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
|
||||
; Range: 0-100
|
||||
; 0 means no damage at all
|
||||
; maximum damage is 255
|
||||
;******************************************************************************************
|
||||
|
||||
EXPLOSIVES_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
MELEE_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
GUN_DAMAGE_MULTIPLIER = 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
|
||||
;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
|
||||
;with each side checked. Stationary groups do this check periodically.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_ENEMY_STARTING_ALERT_LEVEL = 5
|
||||
NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
|
||||
HARD_ENEMY_STARTING_ALERT_LEVEL = 60
|
||||
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;When an enemy spots and chases a player group, the alertness value decrements by this value. The
|
||||
;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
|
||||
;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_ENEMY_STARTING_ALERT_DECAY = 75
|
||||
NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
|
||||
HARD_ENEMY_STARTING_ALERT_DECAY = 25
|
||||
INSANE_ENEMY_STARTING_ALERT_DECAY = 10
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;The base time that the queen can think about reinforcements for refilling lost patrol groups,
|
||||
;town garrisons, etc. She only is allowed one action per 'turn'.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_TIME_EVALUATE_IN_MINUTES = 480
|
||||
NORMAL_TIME_EVALUATE_IN_MINUTES = 360
|
||||
HARD_TIME_EVALUATE_IN_MINUTES = 180
|
||||
INSANE_TIME_EVALUATE_IN_MINUTES = 90
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;The variance added on.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_TIME_EVALUATE_VARIANCE = 240
|
||||
NORMAL_TIME_EVALUATE_VARIANCE = 180
|
||||
HARD_TIME_EVALUATE_VARIANCE = 120
|
||||
INSANE_TIME_EVALUATE_VARIANCE = 60
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
|
||||
;limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_GRACE_PERIOD_IN_HOURS = 144
|
||||
NORMAL_GRACE_PERIOD_IN_HOURS = 96
|
||||
HARD_GRACE_PERIOD_IN_HOURS = 48
|
||||
INSANE_GRACE_PERIOD_IN_HOURS = 6
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
|
||||
NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
|
||||
HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
|
||||
INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
|
||||
;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
|
||||
;is what is used to determine the free checks.
|
||||
;******************************************************************************************
|
||||
|
||||
EASY_NUM_AWARE_BATTLES = 1
|
||||
NORMAL_NUM_AWARE_BATTLES = 2
|
||||
HARD_NUM_AWARE_BATTLES = 3
|
||||
INSANE_NUM_AWARE_BATTLES = 4
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; 1. Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
|
||||
; Range: 0-255
|
||||
;
|
||||
; 2. Controls how rain affects visual distance
|
||||
; Range: 0-100%
|
||||
;
|
||||
; 3. Enable/disable militia command on tactical map
|
||||
; Range: TRUE/FALSE
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 Tactical Settings]
|
||||
|
||||
BASE_SIGHT_RANGE = 13
|
||||
|
||||
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
|
||||
|
||||
ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; not implemented
|
||||
;
|
||||
;******************************************************************************************
|
||||
|
||||
;[JA2 Tactical AI Settings]
|
||||
;MAX_TOSS_SEARCH_DIST=3
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; Change to increase volume for weapon sounds
|
||||
;
|
||||
; Range: 0-100%
|
||||
; 0 = no change
|
||||
; 100 = max volume
|
||||
;
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 Sound Settings]
|
||||
|
||||
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; 1. Time in seconds for DeadLock delay, default 15
|
||||
;
|
||||
; 2. Skip global strategic events (use to prevent game crashes)
|
||||
; Range: TRUE/FALSE
|
||||
;******************************************************************************************
|
||||
|
||||
[JA2 System Settings]
|
||||
|
||||
DEAD_LOCK_DELAY = 10
|
||||
|
||||
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,80 +0,0 @@
|
||||
<!-- 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></AmmoCaliber>
|
||||
<BRCaliber></BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.38 cal</AmmoCaliber>
|
||||
<BRCaliber>.38 cal</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>9mm</AmmoCaliber>
|
||||
<BRCaliber>9mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.45 cal</AmmoCaliber>
|
||||
<BRCaliber>.45 cal</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>.357 cal</AmmoCaliber>
|
||||
<BRCaliber>.357 cal</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>12 gauge</AmmoCaliber>
|
||||
<BRCaliber>12 gauge</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>CAWS</AmmoCaliber>
|
||||
<BRCaliber>CAWS</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.45mm</AmmoCaliber>
|
||||
<BRCaliber>5.45mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.56mm</AmmoCaliber>
|
||||
<BRCaliber>5.56mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62mm NATO</AmmoCaliber>
|
||||
<BRCaliber>7.62mm N.</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>7.62mm WP</AmmoCaliber>
|
||||
<BRCaliber>7.62mm WP</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>4.7mm</AmmoCaliber>
|
||||
<BRCaliber>4.7mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>5.7mm</AmmoCaliber>
|
||||
<BRCaliber>5.7mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Monster</AmmoCaliber>
|
||||
<BRCaliber>Monster</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Rocket</AmmoCaliber>
|
||||
<BRCaliber>Rocket</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>Dart</AmmoCaliber>
|
||||
<BRCaliber>Dart</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<AmmoCaliber>flame</AmmoCaliber>
|
||||
<BRCaliber></BRCaliber>
|
||||
</AMMO>
|
||||
</AMMOLIST>
|
||||
@@ -1,435 +0,0 @@
|
||||
<!-- 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>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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>3</uiIndex> <!-- Super AP ammo -->
|
||||
<fontColour>163</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>1</standardIssue>
|
||||
<numberOfBullets>9</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>1</monsterSpit>
|
||||
<acidic>1</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>1</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>1</highExplosive>
|
||||
<explosionSize>1</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>1</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
<acidic>0</acidic>
|
||||
<ignoreArmour>1</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</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>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
</AMMOTYPE>
|
||||
</AMMOTYPELIST>
|
||||
@@ -1,244 +0,0 @@
|
||||
<!-- 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
|
||||
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>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,49 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,132 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,823 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,21 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<SOUNDLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<SOUND>NOSOUND</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mm Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45 Caliber Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Shotgun Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\5,45 Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\5,56 Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62 NATO Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62 WP Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\4,7 Caliber Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\5,7 Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\RL Automatic %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\SILENCER BURST %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mm Heavy Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62 Tokarev Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mmPM Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\mp5-40 Burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\svu burst %d.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\val burst %d.wav</SOUND>
|
||||
</SOUNDLIST>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,168 +0,0 @@
|
||||
<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>
|
||||
@@ -1,161 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,166 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,620 +0,0 @@
|
||||
<!-- 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
@@ -1,90 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<EXPDATALIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>0</TransKeyFrame>
|
||||
<DamageKeyFrame>0</DamageKeyFrame>
|
||||
<ExplosionSoundID>61</ExplosionSoundID>
|
||||
<AltExplosionSoundID>285</AltExplosionSoundID>
|
||||
<BlastSpeed>0</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>17</TransKeyFrame>
|
||||
<DamageKeyFrame>3</DamageKeyFrame>
|
||||
<ExplosionSoundID>61</ExplosionSoundID>
|
||||
<AltExplosionSoundID>285</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\ZGRAV_D.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>28</TransKeyFrame>
|
||||
<DamageKeyFrame>5</DamageKeyFrame>
|
||||
<ExplosionSoundID>286</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\ZGRAV_C.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>24</TransKeyFrame>
|
||||
<DamageKeyFrame>5</DamageKeyFrame>
|
||||
<ExplosionSoundID>286</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\ZGRAV_B.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>5</DamageKeyFrame>
|
||||
<ExplosionSoundID>61</ExplosionSoundID>
|
||||
<AltExplosionSoundID>285</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\shckwave.STI</BlastFilename>
|
||||
<BlastSpeed>20</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>248</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\WAT_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>248</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\TEAR_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>248</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\TEAR_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>248</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\MUST_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>286</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\FLAM_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
<TransKeyFrame>1</TransKeyFrame>
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>325</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\FLAM_EXP.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
</EXPDATALIST>
|
||||
@@ -1,440 +0,0 @@
|
||||
<!-- 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
|
||||
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
|
||||
EXPLOSV_BURNABLEGAS, 8
|
||||
|
||||
|
||||
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>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,106 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,61 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,51 +0,0 @@
|
||||
<!-- 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
@@ -1,28 +0,0 @@
|
||||
<!-- 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
@@ -1,206 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,96 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,55 +0,0 @@
|
||||
<!-- 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>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,342 +0,0 @@
|
||||
<!-- 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>
|
||||
</MERGE>
|
||||
</MERGELIST>
|
||||
@@ -1,46 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,16 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,126 +0,0 @@
|
||||
<!-- 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>
|
||||
@@ -1,329 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<SOUNDLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||
<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>
|
||||
<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>
|
||||
<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\7,62 NATO SINGLE SHOT.WAV</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\WEAPONS\SILENCER 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\SILENCER 03.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 03.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 05.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 06.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 11.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWOOSH 14.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT FALL 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT STEP 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT STEP 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SWIPE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\Eating_Flesh 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT CRIPPLED.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT DYING PART 1.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT DYING PART 2.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT LUNGE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SMELLS THREAT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SMELLS PREY.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ADULT SPIT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY DYING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY DRAGGING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY SHRIEK 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\BABY SPITTING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\LARVAE MOVEMENT 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\LARVAE RUPTURE 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN SHRIEK 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN DYING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN ENRAGED ATTACK.WAV</SOUND>
|
||||
<SOUND>SOUNDS\QUEEN RUPTURING.WAV</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\Small Switch 01 Out.wav</SOUND>
|
||||
<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>
|
||||
<SOUND>SOUNDS\Grab Roof.wav</SOUND>
|
||||
<SOUND>SOUNDS\Land On Roof.wav</SOUND>
|
||||
<SOUND>SOUNDS\Branch Snap 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\Branch Snap 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\Indoor Bump 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fridge Door Open.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fridge Door Close.wav</SOUND>
|
||||
<SOUND>SOUNDS\Fire 03 Loop.wav</SOUND>
|
||||
<SOUND>SOUNDS\GLASS_CRACK.wav</SOUND>
|
||||
<SOUND>SOUNDS\SPIT RICOCHET.WAV</SOUND>
|
||||
<SOUND>SOUNDS\TIGER HIT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat dying 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SLAP.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ROBOT BEEP.WAV</SOUND>
|
||||
<SOUND>SOUNDS\ELECTRICITY.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWIMMING 01.WAV</SOUND>
|
||||
<SOUND>SOUNDS\SWIMMING 02.WAV</SOUND>
|
||||
<SOUND>SOUNDS\KEY FAILURE.WAV</SOUND>
|
||||
<SOUND>SOUNDS\target cursor.WAV</SOUND>
|
||||
<SOUND>SOUNDS\statue open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\remote activate.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wirecutters.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drink from canteen.WAV</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat attack.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat loud roar.wav</SOUND>
|
||||
<SOUND>SOUNDS\robot greeting.wav</SOUND>
|
||||
<SOUND>SOUNDS\robot death.wav</SOUND>
|
||||
<SOUND>SOUNDS\gas grenade explode.WAV</SOUND>
|
||||
<SOUND>SOUNDS\air escaping.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drawer open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\drawer close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\locker door open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\locker door close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wooden box open.WAV</SOUND>
|
||||
<SOUND>SOUNDS\wooden box close.WAV</SOUND>
|
||||
<SOUND>SOUNDS\robot stop moving.WAV</SOUND>
|
||||
<SOUND>SOUNDS\water movement 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 03.wav</SOUND>
|
||||
<SOUND>SOUNDS\water movement 04.wav</SOUND>
|
||||
<SOUND>SOUNDS\PRONE TO CROUCH.WAV</SOUND>
|
||||
<SOUND>SOUNDS\CROUCH TO PRONE.WAV</SOUND>
|
||||
<SOUND>SOUNDS\CROUCH TO STAND.WAV</SOUND>
|
||||
<SOUND>SOUNDS\STAND TO CROUCH.WAV</SOUND>
|
||||
<SOUND>SOUNDS\picking something up.WAV</SOUND>
|
||||
<SOUND>SOUNDS\cow falling.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_01.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_02.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_03.wav</SOUND>
|
||||
<SOUND>SOUNDS\bloodcat_growl_04.wav</SOUND>
|
||||
<SOUND>SOUNDS\spit ricochet.wav</SOUND>
|
||||
<SOUND>SOUNDS\ADULT crippled.WAV</SOUND>
|
||||
<SOUND>SOUNDS\death disintegration.wav</SOUND>
|
||||
<SOUND>SOUNDS\Queen Ambience.wav</SOUND>
|
||||
<SOUND>SOUNDS\Alien Impact.wav</SOUND>
|
||||
<SOUND>SOUNDS\crow pecking flesh 01.wav</SOUND>
|
||||
<SOUND>SOUNDS\crow fly.wav</SOUND>
|
||||
<SOUND>SOUNDS\slap 02.wav</SOUND>
|
||||
<SOUND>SOUNDS\setting up mortar.wav</SOUND>
|
||||
<SOUND>SOUNDS\mortar whistle.wav</SOUND>
|
||||
<SOUND>SOUNDS\load mortar.wav</SOUND>
|
||||
<SOUND>SOUNDS\tank turret a.wav</SOUND>
|
||||
<SOUND>SOUNDS\tank turret b.wav</SOUND>
|
||||
<SOUND>SOUNDS\cow falling b.wav</SOUND>
|
||||
<SOUND>SOUNDS\stab into flesh.wav</SOUND>
|
||||
<SOUND>SOUNDS\explosion 10.wav</SOUND>
|
||||
<SOUND>SOUNDS\explosion 12.wav</SOUND>
|
||||
<SOUND>SOUNDS\drink from canteen male.WAV</SOUND>
|
||||
<SOUND>SOUNDS\x ray activated.WAV</SOUND>
|
||||
<SOUND>SOUNDS\catch object.wav</SOUND>
|
||||
<SOUND>SOUNDS\fence open.wav</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\50CAL.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\VALSILENT.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\five-seven.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\gurza.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62 tokarev single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\12,7mm.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\benelly.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\colt.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\glock.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\high-power.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\m40.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\mp5-40 single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\sks.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\sp2340.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\spas-15.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\svu single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\usp.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\val single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\vss.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mmPM single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\lapua single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\shotgun semi.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62x54r single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\7,62 nato boltaction.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\45acp.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\44 caliber single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\msg.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\9mm Heavy Single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\Winchester Rifle Single shot.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\psg.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\dragunov.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\m24.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\mini-14.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\molotov.WAV</SOUND>
|
||||
<SOUND>SOUNDS\WEAPONS\molotov2.WAV</SOUND>
|
||||
</SOUNDLIST>
|
||||
@@ -1,521 +0,0 @@
|
||||
<!-- 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
@@ -1,21 +0,0 @@
|
||||
[Ja2 Settings]
|
||||
|
||||
CD=c
|
||||
|
||||
;******************************************************************************************
|
||||
; The folder of the current mode you like to play, located in your JA2 directory.
|
||||
;******************************************************************************************
|
||||
|
||||
CUSTOM_DATA_LOCATION=Data-1.13
|
||||
|
||||
|
||||
;******************************************************************************************
|
||||
; The screen resolution of the game.
|
||||
; 0 ... 640x480
|
||||
; 1 ... 800x600
|
||||
; 2 ... 1024x768
|
||||
;******************************************************************************************
|
||||
|
||||
SCREEN_RESOLUTION=1
|
||||
|
||||
|
||||
Reference in New Issue
Block a user