MERGED GameDir files from the development GameDir folder from revision 4545 up to 4882

Development GameDir folder: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP/GameDir




git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1353 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-01-18 11:58:16 +00:00
parent 3b393b7953
commit f647e94f49
4326 changed files with 221645 additions and 16 deletions
+4
View File
@@ -111,6 +111,9 @@ AP_MODIFIER_SWAT = 0
AP_MODIFIER_CRAWL = 4
AP_MODIFIER_PACK = 4
; modifier when walking/sidestepping with weapon raised
AP_MODIFIER_WEAPON_READY = 1
;***********************************************************************
;* AP-cost for changing facing while standing. *
;***********************************************************************
@@ -378,6 +381,7 @@ BP_MOVEMENT_RUBBLE = 35
BP_MOVEMENT_SHORE = 50
BP_MOVEMENT_LAKE = 75
BP_MOVEMENT_OCEAN = 100
BP_MODIFIER_WEAPON_READY = 30
BP_CROUCH = 10
BP_PRONE = 10
BP_CLIMBROOF = 500
+58 -2
View File
@@ -586,7 +586,7 @@ MINES_SPOTTED_NO_TALK = FALSE
; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.
;------------------------------------------------------------------------------------------------------------------------------
ITEMS_SPOTTED_NO_TALK = FALSE
ITEMS_SPOTTED_NO_TALK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
@@ -665,6 +665,21 @@ TACTICAL_FACE_ICON_STYLE = 0
SHOW_CAMOUFLAGE_FACES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
;------------------------------------------------------------------------------------------------------------------------------
HIDE_ENEMY_HEALTH_TEXT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy hit counter?
; 0 = Show damage inflicted as used to
; 1 = Show "?" as indicator if you scored a hit
; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_HIT_COUNT = 0
;------------------------------------------------------------------------------------------------------------------------------
; Default: 10000
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
@@ -1119,6 +1134,12 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
; They affect all characters (friend and foe) equally!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Allow walking and sidesteps with raised weapons?
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
@@ -1402,6 +1423,36 @@ AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Improved Interrupt System (IIS)
; Info: There is still a bug in IIS which causes the game to hang, so it is disabled per default for now.
;------------------------------------------------------------------------------------------------------------------------------
; Should the new improved interrupt system (IIS) be used?
IMPROVED_INTERRUPT_SYSTEM = FALSE
; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
; interrupts more frequent)
BASIC_PERCENTAGE_APS_REGISTERED = 60
; Percent added to basic percentage per soldier's experience level
; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered,
; which is further adjusted by range to target)
PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4
; A value controlling how often an interrupt can be triggered, lower = more interrupts
; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries
; and such though)
BASIC_REACTION_TIME_LENGTH = 25
; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats
; exp level and such
ALLOW_COLLECTIVE_INTERRUPTS = TRUE
; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend)
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1758,7 +1809,6 @@ INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1
; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
DISABLE_STRATEGIC_TRANSITION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1979,6 +2029,12 @@ ALLOW_SKYRIDER_HOT_LZ = 2
; Use these settings to make changes to the laptop screen.
;******************************************************************************************************************************
; If set to TRUE, you can browse to the briefing room website on the laptop
BRIEFING_ROOM = FALSE
; If set to TRUE, you can browse to the encyclopedia website on the laptop
ENCYCLOPEDIA = TRUE
; If disabled, the transition will be skipped when opening/closing the laptop
DISABLE_LAPTOP_TRANSITION = FALSE
@@ -0,0 +1,381 @@
Profil = {
ELDIN = 127,
BIGGENS = 61, -- UB
}
Team = {
OUR_TEAM = 0,
ENEMY_TEAM = 1,
CREATURE_TEAM = 2,
MILITIA_TEAM = 3,
CIV_TEAM = 4,
PLAYER_PLAN = 5,
LAN_TEAM_ONE = 6,
LAN_TEAM_TWO = 7,
LAN_TEAM_THREE = 8,
LAN_TEAM_FOUR = 9,
}
StatusAlert = {
STATUS_GREEN = 0,
STATUS_YELLOW = 1,
STATUS_RED = 2,
STATUS_BLACK = 3,
}
ActionType = {
AI_ACTION_GET_CLOSER = 5,
}
Facts = {
FACT_MUSEUM_ALARM_WENT_OFF = 278,
}
SoundVolume = {
LOWVOLUME = 25,
BTNVOLUME = 40,
MIDVOLUME = 65,
HIGHVOLUME = 127,
}
Sample = {
KLAXON_ALARM = 214,
}
Group = {
NON_CIV_GROUP = 0,
REBEL_CIV_GROUP = 1,
KINGPIN_CIV_GROUP = 2,
SANMONA_ARMS_GROUP = 3,
ANGELS_GROUP = 4,
BEGGARS_CIV_GROUP = 5,
TOURISTS_CIV_GROUP = 6,
ALMA_MILITARY_CIV_GROUP = 7,
DOCTORS_CIV_GROUP = 8,
COUPLE1_CIV_GROUP = 9,
HICKS_CIV_GROUP = 10,
WARDEN_CIV_GROUP = 11,
JUNKYARD_CIV_GROUP = 12,
FACTORY_KIDS_GROUP = 13,
QUEENS_CIV_GROUP = 14,
}
Civ_status = {
CIV_GROUP_NEUTRAL = 0,
CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1,
CIV_GROUP_WILL_BECOME_HOSTILE = 2,
CIV_GROUP_HOSTILE = 3,
}
Noise = {
NOISE_UNKNOWN = 0,
NOISE_MOVEMENT = 1,
NOISE_CREAKING = 2,
NOISE_SPLASHING = 3,
NOISE_BULLET_IMPACT = 4,
NOISE_GUNFIRE = 5,
NOISE_EXPLOSION = 6,
NOISE_SCREAM = 7,
NOISE_ROCK_IMPACT = 8,
NOISE_GRENADE_IMPACT = 9,
NOISE_WINDOW_SMASHING = 10,
NOISE_DOOR_SMASHING = 11,
NOISE_SILENT_ALARM = 12,
}
local HEARD_3_TURNS_AGO = -4
local HEARD_2_TURNS_AGO = -3
local HEARD_LAST_TURN = -2
local HEARD_THIS_TURN = -1
local NOT_HEARD_OR_SEEN = 0
local SEEN_CURRENTLY = 1
local SEEN_THIS_TURN = 2
local SEEN_LAST_TURN = 3
local SEEN_2_TURNS_AGO =4
local SEEN_3_TURNS_AGO = 5
local ubProfil = 0
local MAX_MISC_NOISE_DURATION = 12
local iLoop
local NOBODY = 254
local LAST_TEAM = Team.LAN_TEAM_FOUR
local bTeam
function PerformItemAction( ActionID , sGridNo )
local ubID
-- Open Door
if ActionID == 1 then
ACTION_ITEM_OPEN_DOOR (sGridNo)
end
-- Open Close
if ActionID == 2 then
ACTION_ITEM_CLOSE_DOOR (sGridNo)
end
-- 3x3 Hidden Pit
if ActionID == 4 then
Add3X3Pit (sGridNo)
SearchForOtherMembersWithinPitRadiusAndMakeThemFall ( sGridNo, 1 )
end
-- 5x5 Hidden Pit
if ActionID == 5 then
Add5X5Pit (sGridNo)
SearchForOtherMembersWithinPitRadiusAndMakeThemFall ( sGridNo, 2 )
end
-- Toggle Door
if ActionID == 6 then
ACTION_ITEM_TOGGLE_DOOR (sGridNo)
end
-- Toggle Action1s
if ActionID == 7 then
ToggleActionItemsByFrequency( 1 )
end
-- Toggle Action2s
if ActionID == 8 then
ToggleActionItemsByFrequency ( 2 )
end
-- Toggle Action3s
if ActionID == 9 then
ToggleActionItemsByFrequency( 3 )
end
-- Toggle Action4s
if ActionID == 10 then
ToggleActionItemsByFrequency( 4 )
end
-- Enter Brothel
if ActionID == 11 then
-- Empty Action
end
-- Exit Brothel
if ActionID == 12 then
-- Empty Action
end
-- Kingpin Alarm
if ActionID == 13 then
PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo )
if ( TacticalStatusTeamActive(Team.CIV_TEAM) == true ) then
SetPublicNoiseGridNo( Team.CIV_TEAM, sGridNo )
SetPublicNoiseVolume( Team.CIV_TEAM, MAX_MISC_NOISE_DURATION )
for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do
if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == Group.KINGPIN_CIV_GROUP ) then
SetNewSituationMercPtrs ( iLoop )
end
end
end
SetCivGroupHostile( Group.KINGPIN_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )
for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do
if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == Group.KINGPIN_CIV_GROUP ) then
for aimLoop=GetTacticalStatusFirstID(Team.OUR_TEAM),GetTacticalStatusLastID(Team.OUR_TEAM) do
if ( CheckMercPtrsID1SeenID2(iLoop,aimLoop) == SEEN_CURRENTLY ) then
MakeMercPtrsHostile( iLoop )
end
end
end
end
if ( CheckCombatMode == false ) then
EnterTeamCombatMode(Team.CIV_TEAM)
end
end
-- Sex with Prostitute
if ActionID == 14 then
ACTION_ITEM_SEX ()
end
-- Reveal Room
if ActionID == 15 then
ACTION_ITEM_REVEAL_ROOM (sGridNo)
end
-- Local Alarm
if ActionID == 16 then
MakeNoise( NOBODY, sGridNo, 0, WorldLevelDataTerrainID(sGridNo), 30, Noise.NOISE_SILENT_ALARM )
end
-- Global Alarm
if ActionID == 17 then
for i = 0 , LAST_TEAM do
if ( TacticalStatusTeamActive(i) == true ) then
if ( TacticalStatusTeamHuman(i) == false and ( not i == Team.CIV_TEAM ) ) then
SetPublicNoiseGridNo( i, sGridNo )
SetPublicNoiseVolume( i, MAX_MISC_NOISE_DURATION )
iLoop = GetTacticalStatusFirstID(i)
for o = iLoop,GetTacticalStatusLastID(iLoop) do
if ( CheckMercPtrsInSector (o) == true and CheckMercPtrsInActive(o) == true ) then
SetNewSituationMercPtrs( o )
WearGasMaskIfAvailable( o )
end
end
end
end
end
end
-- Klaxon Sound
if ActionID == 18 then
PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo )
end
-- Unlock door
if ActionID == 19 then
ACTION_ITEM_UNLOCK_DOOR (sGridNo)
end
-- Toggle lock
if ActionID == 20 then
ACTION_ITEM_TOGGLE_LOCK (sGridNo)
end
-- Untrap door
if ActionID == 21 then
ACTION_ITEM_UNTRAP_DOOR (sGridNo)
end
-- Tog pressure items
if ActionID == 22 then
TogglePressureActionItemsInGridNo (sGridNo)
end
-- Museum alarm
if ActionID == 23 then
ubProfil = Profil.ELDIN
PlayJA2Sample( Sample.KLAXON_ALARM, SoundVolume.MIDVOLUME, sGridNo )
-- Eldin becomes aware of a very important "noise" coming from here!
-- So long as he hasn't already heard a noise a sec ago...
if ( TacticalStatusTeamActive(Team.CIV_TEAM) == true ) then
-- new situation for Eldin
if ( CheckSoldierInSector(ubProfil) == true and CheckSoldierActive(ubProfil) == true and CheckNPCLife(ubProfil) > 0 and ( CheckSoldierAlertStatus(ubProfil) == StatusAlert.STATUS_GREEN and CheckSoldierNoiseVolume(ubProfil) == 6 ) ) then
if ( SoldierTo3DLocationLineOfSightTest( ubProfil, sGridNo, 0, 0 ) == true ) then
-- sees the player now!
TriggerNPCWithIHateYouQuote(ubProfil)
SetNewSituation(ubProfil)
else
SetNoiseGridno(ubProfil,sGridNo)
SetNoiseVolume(ubProfil,6)
SetAlertStatus(ubProfil,StatusAlert.STATUS_GREEN)
if ( not CheckAction(ubProfil) == ActionType.AI_ACTION_GET_CLOSER ) or CheckFact (Facts.FACT_MUSEUM_ALARM_WENT_OFF) == false then
CancelAIAction( ubProfil)
SetNextAction(ubProfil , ActionType.AI_ACTION_GET_CLOSER )
SetNextActionData(ubProfil , sGridNo)
RESETTIMECOUNTER( ubProfil, 100 )
end
end
SetFactTrue( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
end
end
end
-- Bloodcat alarm
if ActionID == 24 then
bTeam = Team.CREATURE_TEAM
if ( TacticalStatusTeamActive(bTeam) == true ) then
if ( TacticalStatusTeamHuman(bTeam) == false and ( not bTeam == Team.CIV_TEAM ) ) then
SetPublicNoiseGridNo( bTeam, sGridNo )
SetPublicNoiseVolume( bTeam, MAX_MISC_NOISE_DURATION )
iLoop = GetTacticalStatusFirstID(bTeam)
for o = iLoop,GetTacticalStatusLastID(bTeam) do
if ( CheckMercPtrsInSector (o) == true and CheckMercPtrsInActive(o) == true ) then
SetNewSituationMercPtrs( o )
WearGasMaskIfAvailable( o )
end
end
end
end
end
-- UB Action
-- BIGGENS BOMBS
if ActionID == 25 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 17 )
end
end
-- BIGGENS WARNING
if ActionID == 26 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 16 )
end
end
-- SEE FORTIFIED DOOR
if ActionID == 27 then
HandleSeeingFortifiedDoor( sGridNo )
end
-- OPEN FORTIFED DOOR
if ActionID == 28 then
HandleSwitchToOpenFortifiedDoor( sGridNo )
end
-- SEE POWER GEN FAN
if ActionID == 29 then
-- if the player is in the power plant
if( gWorldSectorX == 13 and gWorldSectorY == 10 and gbWorldSectorZ == 0 ) then
HandleSeeingPowerGenFan( sGridNo )
elseif( gWorldSectorX == 15 and gWorldSectorY == 12 and gbWorldSectorZ == 3 ) then
-- The player is hitting the switch to launch the missles
HandlePlayerHittingSwitchToLaunchMissles()
end
end
end
@@ -0,0 +1,130 @@
Profil = {
CARMEN = 78,
MARIA = 88,
JOEY = 90,
SKYRIDER = 97,
JOHN = 118,
MARY = 119,
}
Group = {
NON_CIV_GROUP = 0,
REBEL_CIV_GROUP = 1,
KINGPIN_CIV_GROUP = 2,
SANMONA_ARMS_GROUP = 3,
ANGELS_GROUP = 4,
BEGGARS_CIV_GROUP = 5,
TOURISTS_CIV_GROUP = 6,
ALMA_MILITARY_CIV_GROUP = 7,
DOCTORS_CIV_GROUP = 8,
COUPLE1_CIV_GROUP = 9,
HICKS_CIV_GROUP = 10,
WARDEN_CIV_GROUP = 11,
JUNKYARD_CIV_GROUP = 12,
FACTORY_KIDS_GROUP = 13,
QUEENS_CIV_GROUP = 14,
}
StatusGroup = {
CIV_GROUP_NEUTRAL = 0,
CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1,
CIV_GROUP_WILL_BECOME_HOSTILE = 2,
CIV_GROUP_HOSTILE = 3,
}
qStatus = {
QUESTNOTSTARTED =0,
QUESTINPROGRESS = 1,
QUESTDONE = 2,
}
Quests = {
QUEST_DELIVER_LETTER = 0,
QUEST_FOOD_ROUTE = 1,
QUEST_KILL_TERRORISTS = 2,
QUEST_KINGPIN_IDOL = 3,
QUEST_KINGPIN_MONEY = 4,
QUEST_RUNAWAY_JOEY = 5,
QUEST_RESCUE_MARIA = 6,
QUEST_CHITZENA_IDOL = 7,
QUEST_HELD_IN_ALMA = 8,
QUEST_INTERROGATION = 9,
QUEST_ARMY_FARM = 10,
QUEST_FIND_SCIENTIST = 11,
QUEST_DELIVER_VIDEO_CAMERA = 12,
QUEST_BLOODCATS = 13,
QUEST_FIND_HERMIT = 14,
QUEST_CREATURES = 15,
QUEST_CHOPPER_PILOT = 16,
QUEST_ESCORT_SKYRIDER = 17,
QUEST_FREE_DYNAMO = 18,
QUEST_ESCORT_TOURISTS = 19,
QUEST_FREE_CHILDREN = 20,
QUEST_LEATHER_SHOP_DREAM = 21,
QUEST_KILL_DEIDRANNA = 25,
}
SectorY = {
MAP_ROW_A = 1,
MAP_ROW_B = 2,
MAP_ROW_C = 3,
MAP_ROW_D = 4,
MAP_ROW_E = 5,
MAP_ROW_F = 6,
MAP_ROW_G = 7,
MAP_ROW_H = 8,
MAP_ROW_I = 9,
MAP_ROW_J = 10,
MAP_ROW_K = 11,
MAP_ROW_L = 12,
MAP_ROW_M = 13,
MAP_ROW_N = 14,
MAP_ROW_O = 15,
MAP_ROW_P = 16,
}
Facts =
{
FACT_SKYRIDER_EVER_ESCORTED = 269,
}
function HandleStuffForNPCEscorted( ubNPC )
if ( ubNPC == Profil.MARIA or ubNPC == Profil.JOEY ) then
-- none
elseif ( ubNPC == Profil.SKYRIDER ) then
SetFactTrue( Facts.FACT_SKYRIDER_EVER_ESCORTED )
if ( CheckQuest( Quests.QUEST_ESCORT_SKYRIDER) == qStatus.QUESTNOTSTARTED ) then
StartQuest( Quests.QUEST_ESCORT_SKYRIDER, gWorldSectorX, gWorldSectorY )
end
elseif ( ubNPC == Profil.JOHN ) then
-- recruit Mary as well
RecruitEPC( Profil.MARY )
if ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS ) == qStatus.QUESTNOTSTARTED ) then
StartQuest( Quests.QUEST_ESCORT_TOURISTS, gWorldSectorX, gWorldSectorY )
end
elseif ( ubNPC == Profil.MARY ) then
-- recruit John as well
RecruitEPC( Profil.JOHN )
if ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS ) == qStatus.QUESTNOTSTARTED ) then
StartQuest( Quests.QUEST_ESCORT_TOURISTS, gWorldSectorX, gWorldSectorY )
end
end
end
function CarmenLeavesSectorCallback()
if ( gWorldSectorX == 13 and gWorldSectorY == SectorY.MAP_ROW_C and gWorldSectorZ == 0 ) then
TriggerNPCRecord( Profil.CARMEN, 34 )
elseif ( gWorldSectorX == 9 and gWorldSectorY == SectorY.MAP_ROW_G and gWorldSectorZ == 0 ) then
TriggerNPCRecord( Profil.CARMEN, 35 )
elseif ( gWorldSectorX == 5 and gWorldSectorY == SectorY.MAP_ROW_C and gWorldSectorZ == 0 ) then
TriggerNPCRecord( Profil.CARMEN, 36 )
end
end
+1 -1
View File
@@ -238,7 +238,7 @@ function HandleAtNewGridNo( ProfileId )
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER, 163 ) -- 163 helicopter
elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
+240
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@@ -0,0 +1,240 @@
--[[
This script has two functions "HandleQuestCodeOnSectorEntry" and "HandleQuestCodeOnSectorExit".
First function is executed when merc enter to the sector and second function is executed
when merc leave from the sector.
]]
Items = {
MONEY = 219,
}
SectorY = {
MAP_ROW_A = 1,
MAP_ROW_B = 2,
MAP_ROW_C = 3,
MAP_ROW_D = 4,
MAP_ROW_E = 5,
MAP_ROW_F = 6,
MAP_ROW_G = 7,
MAP_ROW_H = 8,
MAP_ROW_I = 9,
MAP_ROW_J = 10,
MAP_ROW_K = 11,
MAP_ROW_L = 12,
MAP_ROW_M = 13,
MAP_ROW_N = 14,
MAP_ROW_O = 15,
MAP_ROW_P = 16,
}
EventTypes = {
EVENT_SET_BY_NPC_SYSTEM = 27,
}
qStatus = {
QUESTNOTSTARTED =0,
QUESTINPROGRESS = 1,
QUESTDONE = 2,
}
Quests = {
QUEST_DELIVER_LETTER = 0,
QUEST_FOOD_ROUTE = 1,
QUEST_KILL_TERRORISTS = 2,
QUEST_KINGPIN_IDOL = 3,
QUEST_KINGPIN_MONEY = 4,
QUEST_RUNAWAY_JOEY = 5,
QUEST_RESCUE_MARIA = 6,
QUEST_CHITZENA_IDOL = 7,
QUEST_HELD_IN_ALMA = 8,
QUEST_INTERROGATION = 9,
QUEST_ARMY_FARM = 10,
QUEST_FIND_SCIENTIST = 11,
QUEST_DELIVER_VIDEO_CAMERA = 12,
QUEST_BLOODCATS = 13,
QUEST_FIND_HERMIT = 14,
QUEST_CREATURES = 15,
QUEST_CHOPPER_PILOT = 16,
QUEST_ESCORT_SKYRIDER = 17,
QUEST_FREE_DYNAMO = 18,
QUEST_ESCORT_TOURISTS = 19,
QUEST_FREE_CHILDREN = 20,
QUEST_LEATHER_SHOP_DREAM = 21,
QUEST_KILL_DEIDRANNA = 25, -- JA2
}
Facts = {
FACT_MUSEUM_ALARM_WENT_OFF = 278,
FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
FACT_KINGPIN_DEAD = 308,
FACT_ALL_TERRORISTS_KILLED = 156,
}
local KINGPIN_MONEY_SECTOR_X = 5
local KINGPIN_MONEY_SECTOR_Y = 4 -- MAP_ROW_D
local KINGPIN_MONEY_SECTOR_Z = 1
local HOSPITAL_SECTOR_X = 8
local HOSPITAL_SECTOR_Y = 6 -- MAP_ROW_F
local HOSPITAL_SECTOR_Z = 0
local NOBODY = 254
History = {
HISTORY_ENTERED_HISTORY_MODE = 0,
HISTORY_HIRED_MERC_FROM_AIM = 1,
HISTORY_HIRED_MERC_FROM_MERC = 2,
HISTORY_MERC_KILLED = 3,
HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4,
HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5,
HISTORY_CHARACTER_GENERATED = 6,
HISTORY_PURCHASED_INSURANCE = 7,
HISTORY_CANCELLED_INSURANCE = 8,
HISTORY_INSURANCE_CLAIM_PAYOUT = 9,
HISTORY_EXTENDED_CONTRACT_1_DAY = 10,
HISTORY_EXTENDED_CONTRACT_1_WEEK = 11,
HISTORY_EXTENDED_CONTRACT_2_WEEK = 12,
HISTORY_MERC_FIRED = 13,
HISTORY_MERC_QUIT = 14,
HISTORY_QUEST_STARTED = 15,
HISTORY_QUEST_FINISHED = 16,
HISTORY_TALKED_TO_MINER = 17,
HISTORY_LIBERATED_TOWN = 18,
HISTORY_CHEAT_ENABLED = 19,
HISTORY_TALKED_TO_FATHER_WALKER = 20,
HISTORY_MERC_MARRIED_OFF = 21,
HISTORY_MERC_CONTRACT_EXPIRED = 22,
HISTORY_RPC_JOINED_TEAM = 23,
HISTORY_ENRICO_COMPLAINED = 24,
HISTORY_WONBATTLE = 25,
HISTORY_MINE_RUNNING_OUT = 26,
HISTORY_MINE_RAN_OUT = 27,
HISTORY_MINE_SHUTDOWN = 28,
HISTORY_MINE_REOPENED = 29,
HISTORY_DISCOVERED_TIXA = 30,
HISTORY_DISCOVERED_ORTA = 31,
HISTORY_GOT_ROCKET_RIFLES = 32,
HISTORY_DEIDRANNA_DEAD_BODIES = 33,
HISTORY_BOXING_MATCHES = 34,
HISTORY_SOMETHING_IN_MINES = 35,
HISTORY_DEVIN = 36,
HISTORY_MIKE = 37,
HISTORY_TONY = 38,
HISTORY_KROTT = 39,
HISTORY_KYLE = 40,
HISTORY_MADLAB = 41,
HISTORY_GABBY = 42,
HISTORY_KEITH_OUT_OF_BUSINESS = 43,
HISTORY_HOWARD_CYANIDE = 44,
HISTORY_KEITH = 45,
HISTORY_HOWARD = 46,
HISTORY_PERKO = 47,
HISTORY_SAM = 48,
HISTORY_FRANZ = 49,
HISTORY_ARNOLD = 50,
HISTORY_FREDO = 51,
HISTORY_RICHGUY_BALIME = 52,
HISTORY_JAKE = 53,
HISTORY_BUM_KEYCARD = 54,
HISTORY_WALTER = 55,
HISTORY_DAVE = 56,
HISTORY_PABLO = 57,
HISTORY_KINGPIN_MONEY = 58,
HISTORY_WON_BOXING = 59,
HISTORY_LOST_BOXING = 60,
HISTORY_DISQUALIFIED_BOXING = 61,
HISTORY_FOUND_MONEY = 62,
HISTORY_ASSASSIN = 63,
HISTORY_LOSTTOWNSECTOR = 64,
HISTORY_DEFENDEDTOWNSECTOR = 65,
HISTORY_LOSTBATTLE = 66,
HISTORY_FATALAMBUSH = 67,
HISTORY_WIPEDOUTENEMYAMBUSH = 68,
HISTORY_UNSUCCESSFULATTACK = 69,
HISTORY_SUCCESSFULATTACK = 70,
HISTORY_CREATURESATTACKED = 71,
HISTORY_KILLEDBYBLOODCATS = 72,
HISTORY_SLAUGHTEREDBLOODCATS = 73,
HISTORY_NPC_KILLED = 74,
HISTORY_GAVE_CARMEN_HEAD = 75,
HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76,
HISTORY_MERC_KILLED_CHARACTER = 77,
}
Profil =
{
MARIA = 88,
ANGEL = 89,
ELLIOT = 135,
CONRAD = 70,
CARMEN = 78,
MADLAB = 146,
ROBOT = 62,
}
local gsRobotGridNo
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTDONE ) then
-- make sure Maria and Angel are gone
SetCharacterSectorX(Profil.MARIA, 0)
SetCharacterSectorY(Profil.MARIA, 0)
SetCharacterSectorX(Profil.ANGEL, 0)
SetCharacterSectorY(Profil.ANGEL, 0)
end
if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
gubBoxerID( 0, NOBODY )
gubBoxerID( 1, NOBODY )
gubBoxerID( 2, NOBODY )
end
if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then
-- heal up Elliot if he's been hurt
if ( CheckNPCLife (Profil.ELLIOT) < GetNPCLifeMax (Profil.ELLIOT) ) then
SetNPCLife (Profil.ELLIOT, GetNPCLifeMax(Profil.ELLIOT))
end
end
if ( CheckFact( Facts.FACT_ALL_TERRORISTS_KILLED, 0 ) == true ) then
SetCharacterSectorX(Profil.CARMEN, 0)
SetCharacterSectorY(Profil.CARMEN, 0)
SetCharacterSectorZ(Profil.CARMEN, 0)
end
--[[
if ( CheckFact( Facts.FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == false ) then
pRobot = FindSoldierByProfileID (Profil.ROBOT)
if (pRobot) then
-- robot is on our team and we have changed sectors, so we can
-- replace the robot-under-construction in Madlab's sector
--RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), GetCharacterSectorZ(Profil.MADLAB) )
SetFactTrue( Facts.FACT_ROBOT_RECRUITED_AND_MOVED )
end
end
]]
end
function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
if ( sOldSectorX == KINGPIN_MONEY_SECTOR_X and sOldSectorY == KINGPIN_MONEY_SECTOR_Y and bOldSectorZ == KINGPIN_MONEY_SECTOR_Z ) then
CheckForKingpinsMoneyMissing( true )
end
if ( sOldSectorX == 13 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 and CheckFact( Facts.FACT_CONRAD_SHOULD_GO,0 ) == true) then
-- remove Conrad from the map
SetCharacterSectorX(Profil.CONRAD, 0)
SetCharacterSectorY(Profil.CONRAD, 0)
end
if ( sOldSectorX == HOSPITAL_SECTOR_X and sOldSectorY == HOSPITAL_SECTOR_Y and bOldSectorZ == HOSPITAL_SECTOR_Z ) then
CheckForMissingHospitalSupplies()
end
-- reset the state of the museum alarm for Eldin's quotes
SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
end
+23 -3
View File
@@ -19,11 +19,19 @@
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
;------------------------------------------------------------------------------------------------------------------------------
MAX_NUMBER_OF_TRAITS = 4
MAX_NUMBER_OF_TRAITS = 3
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 3
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
; Allow Dr.Q to have one more trait? (giving him Martial Arts + Paramedic + Night Ops)
ALLOW_EXCEPTION_FOR_DR_Q = TRUE
; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
;******************************************************************************************************************************
@@ -209,6 +217,9 @@ PUMP_SHOTGUNS_APS_REDUCTION = 25
; Strategic map travel speed increased by a percentage if a ranger is present in group
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10
; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses,
; 1 Ranger + 1 Hunter = 3 bonuses etc.)
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; Percentage reduction of stamina burn when travelling
; (This only applies for ranger himself.)
@@ -313,6 +324,9 @@ APS_TURN_AROUND_REDUCTION = 25
; Percentage APs reduction needed to climb on/off roofs and jump fences
APS_CLIMB_OR_JUMP_REDUCTION = 25
; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System)
REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35
; Extra chance to knock open doors
CHANCE_KICK_DOORS_BONUS = 25
@@ -342,6 +356,9 @@ EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1
; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini)
EFFECTIVE_LEVEL_AS_STANDBY = 1
; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only)
TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20
; Bonus to suppression tolerance for the squadleader and teammates in his vicinity
OVERALL_SUPRESSION_BONUS_PERCENT = 20
@@ -571,8 +588,11 @@ BONUS_TO_MOVE_STEALTHILY = 40
; Percentage bonus to overall stealth, which gives better cover.
STEALTH_BONUS = 25
; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System)
REDUCED_CHANCE_TO_BE_INTERRUPTED = 30
; Cover penalty for moving is reduced by this value percentually
CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION= 25
CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25
;******************************************************************************************************************************
@@ -0,0 +1,61 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
Name - name of mission
Hidden : 1 - hidden mission. Accessible mission after complete of the previous mission; 0 - displayed mission. First mission has to be visible;
MaxPages - the quantity of pages max. 20
PageDescX - Max. page 20 (PageDesc1.. PageDesc20)
MaxImages - the quantity of pictures. Max. 4
szFile1 - first picture
szFile2 - second picture
szFile3 - third picture
szFile4 - fourth picture
ImageDesc1 - the description of first picture
ImageDesc2 - the description of second picture
ImageDesc3 - the description of third picture
ImageDesc4 - the description of fourth picture
ImagePosition1X - position X of first picture
ImagePosition1Y - position Y of first picture
ImagePosition2X - position X of second picture
ImagePosition2Y - position Y of second picture
ImagePosition3X - position X of third picture
ImagePosition3Y - position Y of third picture
ImagePosition4X - position X of fourth picture
ImagePosition4Y - position Y of fourth picture
szSounds - The speech of the briefing.
NextMission - After the mission complete, activate the next mission. Write number ID of the next mission.
-->
<ENCYCLOPEDIA>
<!-- Mission 1 -->
<DATA>
<uiIndex>0</uiIndex>
<Name>Mission 1 :</Name>
<Hidden>0</Hidden>
<MaxPages>1</MaxPages>
<PageDesc1>Empty mission</PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<MaxImages>0</MaxImages>
<szFile1></szFile1>
<szFile2></szFile2>
<szFile3></szFile3>
<szFile4></szFile4>
<ImageDesc1>no description</ImageDesc1>
<ImageDesc2></ImageDesc2>
<ImageDesc3></ImageDesc3>
<ImageDesc4></ImageDesc4>
<ImagePosition1X>120</ImagePosition1X>
<ImagePosition1Y>55</ImagePosition1Y>
<ImagePosition2X>120</ImagePosition2X>
<ImagePosition2Y>55</ImagePosition2Y>
<ImagePosition3X>120</ImagePosition3X>
<ImagePosition3Y>55</ImagePosition3Y>
<ImagePosition4X></ImagePosition4X>
<ImagePosition4Y></ImagePosition4Y>
<szSounds></szSounds>
<NextMission>1</NextMission>
</DATA>
</ENCYCLOPEDIA>
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File diff suppressed because it is too large Load Diff
@@ -0,0 +1,264 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
In this file you can specifiy the "Subject" text of emails.
uiIndex = Each uiIndex represents a mail Subject
The uiIndex are mapped to specific lines in the EMAIL.EDT file
Name = The Name of the Subject
Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
-->
<SENDER_LIST>
<NAME>
<!-- Mails from Enrico -->
<uiIndex>0</uiIndex>
<Name>Enrico</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>1</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Help Desk -->
<uiIndex>2</uiIndex>
<Name>Help Desk</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>3</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Speck -->
<uiIndex>4</uiIndex>
<Name>Speck</Name>
</NAME>
<NAME>
<!-- Mails from R.I.S -->
<uiIndex>5</uiIndex>
<Name>R.I.S.</Name>
</NAME>
<NAME>
<uiIndex>6</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>7</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>8</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>9</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>10</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>11</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>12</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>13</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>14</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>15</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>16</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>17</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>18</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>19</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>20</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>21</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>22</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>23</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>24</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>25</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>26</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>27</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>28</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>29</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>30</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>31</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>32</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>33</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>34</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>35</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>36</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>37</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>38</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>39</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>40</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>41</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>42</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>43</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>44</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>45</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<!-- Mails from M.I.S Insurance -->
<uiIndex>46</uiIndex>
<Name>M.I.S. Insurance</Name>
</NAME>
<NAME>
<!-- Mails from Bobby Rays -->
<uiIndex>47</uiIndex>
<Name>Bobby Rays</Name>
</NAME>
<NAME>
<!-- Mails from Kingpin -->
<uiIndex>48</uiIndex>
<Name>Kingpin</Name>
</NAME>
<NAME>
<!-- Mails from John Kulba -->
<uiIndex>49</uiIndex>
<Name>John Kulba</Name>
</NAME>
<NAME>
<!-- Mails from A.I.M. -->
<uiIndex>50</uiIndex>
<Name>A.I.M.</Name>
</NAME>
<NAME>
<uiIndex>51</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>52</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>53</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>54</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>55</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>56</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>57</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>58</uiIndex>
<Name>None</Name>
</NAME>
</SENDER_LIST>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,459 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
SpecialQuestImage : value = 1
MaxPages - the quantity of pages max. 20
PageDescX - Max. page 20 (PageDesc1.. PageDesc20)
BeforeImage - the image before quest.
AfterImage - the image after quest.
ImagePositionBeforeX - position X of picture
ImagePositionBeforeY - position Y of picture
ImagePositionAfterX - position X of picture
ImagePositionAfterY - position Y of picture
ImageDescBefore - the description of before
ImageDescAfter - the description of after
-->
<ENCYCLOPEDIA>
<!-- Quest 1 -->
<DATA>
<uiIndex>0</uiIndex>
<Name>Letter</Name>
<MaxPages>1</MaxPages>
<PageDesc1>Letter from Enrico</PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest00B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest00A.sti</AfterImage>
<ImagePositionBeforeX>230</ImagePositionBeforeX>
<ImagePositionBeforeY>110</ImagePositionBeforeY>
<ImagePositionAfterX>230</ImagePositionAfterX>
<ImagePositionAfterY>110</ImagePositionAfterY>
<ImageDescBefore>You have to deliver the letter to Rebel leader Miguel.</ImageDescBefore>
<ImageDescAfter>The letter was delivered and you joined the Rebels.</ImageDescAfter>
</DATA>
<!-- Quest 2 -->
<DATA>
<uiIndex>1</uiIndex>
<Name>Quest 2 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 2 -->
<DATA>
<uiIndex>2</uiIndex>
<Name>Quest 3 : </Name>
<EnableDesc>0</EnableDesc>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 4 -->
<DATA>
<uiIndex>3</uiIndex>
<Name>Quest 4 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest03B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest03A.sti</AfterImage>
<ImagePositionBeforeX>200</ImagePositionBeforeX>
<ImagePositionBeforeY>100</ImagePositionBeforeY>
<ImagePositionAfterX>200</ImagePositionAfterX>
<ImagePositionAfterY>100</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 5 -->
<DATA>
<uiIndex>4</uiIndex>
<Name>Quest 5 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest04B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest04A.sti</AfterImage>
<ImagePositionBeforeX>200</ImagePositionBeforeX>
<ImagePositionBeforeY>100</ImagePositionBeforeY>
<ImagePositionAfterX>200</ImagePositionAfterX>
<ImagePositionAfterY>100</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 6 -->
<DATA>
<uiIndex>5</uiIndex>
<Name>Quest 6 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest05B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest05A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 7 -->
<DATA>
<uiIndex>6</uiIndex>
<Name>Quest 7 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest06B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest06A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 8 -->
<DATA>
<uiIndex>7</uiIndex>
<Name>Quest 8 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest03B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest03A.sti</AfterImage>
<ImagePositionBeforeX>200</ImagePositionBeforeX>
<ImagePositionBeforeY>100</ImagePositionBeforeY>
<ImagePositionAfterX>200</ImagePositionAfterX>
<ImagePositionAfterY>100</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 9 -->
<DATA>
<uiIndex>8</uiIndex>
<Name>Quest 9 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 10 -->
<DATA>
<uiIndex>9</uiIndex>
<Name>Quest 10 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 11 -->
<DATA>
<uiIndex>10</uiIndex>
<Name>Quest 11 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 12 -->
<DATA>
<uiIndex>11</uiIndex>
<Name>Quest 12 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest11B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest11A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 13 -->
<DATA>
<uiIndex>12</uiIndex>
<Name>Quest 13 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest12B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest12A.sti</AfterImage>
<ImagePositionBeforeX>200</ImagePositionBeforeX>
<ImagePositionBeforeY>100</ImagePositionBeforeY>
<ImagePositionAfterX>200</ImagePositionAfterX>
<ImagePositionAfterY>100</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 14 -->
<DATA>
<uiIndex>13</uiIndex>
<Name>Quest 14 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest13B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest13A.sti</AfterImage>
<ImagePositionBeforeX>200</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>200</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 15 -->
<DATA>
<uiIndex>14</uiIndex>
<Name>Quest 15 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest14B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest14A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 16 -->
<DATA>
<uiIndex>15</uiIndex>
<Name>Quest 16 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest15B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest15A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>150</ImagePositionAfterX>
<ImagePositionAfterY>70</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 17 -->
<DATA>
<uiIndex>16</uiIndex>
<Name>Quest 17 : Skyrider</Name>
<Hidden>1</Hidden>
<MaxPages>1</MaxPages>
<PageDesc1>Skyrider</PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest16B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest16A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore>Before : Skyrider</ImageDescBefore>
<ImageDescAfter>After : Skyrider</ImageDescAfter>
</DATA>
<!-- Quest 18 -->
<DATA>
<uiIndex>17</uiIndex>
<Name>Quest 18 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest17B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest17A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>150</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 19 -->
<DATA>
<uiIndex>18</uiIndex>
<Name>Quest 19 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest18B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest18A.sti</AfterImage>
<ImagePositionBeforeX>207</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>207</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 20 -->
<DATA>
<uiIndex>19</uiIndex>
<Name>Quest 20 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage>Encyclopedia\Quests\quest19B.sti</BeforeImage>
<AfterImage>Encyclopedia\Quests\quest19A.sti</AfterImage>
<ImagePositionBeforeX>150</ImagePositionBeforeX>
<ImagePositionBeforeY>90</ImagePositionBeforeY>
<ImagePositionAfterX>150</ImagePositionAfterX>
<ImagePositionAfterY>90</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 21 -->
<DATA>
<uiIndex>20</uiIndex>
<Name>Quest 21 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 22 -->
<DATA>
<uiIndex>21</uiIndex>
<Name>Quest 22 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
<!-- Quest 23 -->
<DATA>
<uiIndex>22</uiIndex>
<Name>Quest 23 : </Name>
<MaxPages>0</MaxPages>
<PageDesc1></PageDesc1>
<PageDesc2></PageDesc2>
<PageDesc3></PageDesc3>
<PageDesc4></PageDesc4>
<SpecialQuestImage>1</SpecialQuestImage>
<BeforeImage></BeforeImage>
<AfterImage></AfterImage>
<ImagePositionBeforeX>0</ImagePositionBeforeX>
<ImagePositionBeforeY>0</ImagePositionBeforeY>
<ImagePositionAfterX>0</ImagePositionAfterX>
<ImagePositionAfterY>0</ImagePositionAfterY>
<ImageDescBefore></ImageDescBefore>
<ImageDescAfter></ImageDescAfter>
</DATA>
</ENCYCLOPEDIA>
@@ -0,0 +1,51 @@
<!--
X640 Y480
X1024 Y768
X800 Y600
ImagePositionXxxx = (X - 640) / 2
ImagePositionYyyy = (Y - 480) / 2
-->
<MAINMENU>
<!-- Menu Buttons uiIndex = 0 (required!) -->
<IMAGE>
<uiIndex>0</uiIndex>
<Description>Menu Buttons</Description>
<MainMenuX>320</MainMenuX>
<MainMenu800x600X>400</MainMenu800x600X>
<MainMenu1024x768X>512</MainMenu1024x768X>
<MainMenuY>210</MainMenuY>
<MainMenu800x600Y>270</MainMenu800x600Y>
<MainMenu1024x768Y>354</MainMenu1024x768Y>
<MainMenuYSpace>37</MainMenuYSpace>
</IMAGE>
<!-- Background Images -->
<IMAGE>
<uiIndex>1</uiIndex>
<Visible>1</Visible>
<Description>BackGround</Description>
<FileName>LOADSCREENS\MainMenuBackground.sti</FileName>
<FileName800x600>LOADSCREENS\MainMenuBackground_800x600.sti</FileName800x600>
<FileName1024x768>LOADSCREENS\MainMenuBackground_1024x768.sti</FileName1024x768>
<ImagePositionX>0</ImagePositionX>
<ImagePositionY>0</ImagePositionY>
<ImagePosition800x600X>0</ImagePosition800x600X>
<ImagePosition800x600Y>0</ImagePosition800x600Y>
<ImagePosition1024x768X>0</ImagePosition1024x768X>
<ImagePosition1024x768Y>0</ImagePosition1024x768Y>
</IMAGE>
<IMAGE>
<uiIndex>2</uiIndex>
<Visible>1</Visible>
<Description>Ja2LogoImage</Description>
<FileName>LOADSCREENS\Ja2Logo.sti</FileName>
<FileName800x600>LOADSCREENS\Ja2Logo.sti</FileName800x600>
<FileName1024x768>LOADSCREENS\Ja2Logo.sti</FileName1024x768>
<ImagePositionX>188</ImagePositionX>
<ImagePositionY>10</ImagePositionY>
<ImagePosition800x600X>268</ImagePosition800x600X>
<ImagePosition800x600Y>70</ImagePosition800x600Y>
<ImagePosition1024x768X>380</ImagePosition1024x768X>
<ImagePosition1024x768Y>154</ImagePosition1024x768Y>
</IMAGE>
</MAINMENU>
@@ -18,6 +18,11 @@ Fields index:
tiles cutouts in Interface/MilitiaMaps.sti!
townPoint - position of town names on the map. These are 10 * (X, Y) position
in SECTORS (fractions possible) to the X-CENTER of the town
hiddenTown - 0 - show, 1 - hide locations on strategic map
townIcon - 1 - on, 0 - off , icon of the location on strategic map
szIconFile - files (interface\PRISON.sti, interface\my_icon.sti...)
iconPosition - position of icon on startegic map
There is town table at the end on this file. The table represent town placement on the world map.
@@ -35,6 +40,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>90</townRebelSentiment>
<townMilitiaAllowed>0</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>9</x>
<y>1</y>
@@ -50,6 +62,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>30</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>13</x>
<y>2</y>
@@ -65,6 +84,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>12</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>13</x>
<y>8</y>
@@ -80,6 +106,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>15</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>1</x>
<y>7</y>
@@ -95,6 +128,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>0</townUsesLoyalty>
<townRebelSentiment>20</townRebelSentiment>
<townMilitiaAllowed>0</townMilitiaAllowed>
<hiddenTown>1</hiddenTown>
<townIcon>1</townIcon>
<szIconFile>interface\PRISON.sti</szIconFile>
<iconPosition>
<x>80</x>
<y>90</y>
</iconPosition>
<baseSector>
<x>8</x>
<y>9</y>
@@ -110,6 +150,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>15</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>8</x>
<y>6</y>
@@ -125,6 +172,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>0</townUsesLoyalty>
<townRebelSentiment>20</townRebelSentiment>
<townMilitiaAllowed>0</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>4</x>
<y>2</y>
@@ -140,6 +194,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>0</townUsesLoyalty>
<townRebelSentiment>20</townRebelSentiment>
<townMilitiaAllowed>0</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>5</x>
<y>8</y>
@@ -155,6 +216,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>0</townUsesLoyalty>
<townRebelSentiment>20</townRebelSentiment>
<townMilitiaAllowed>0</townMilitiaAllowed>
<hiddenTown>1</hiddenTown>
<townIcon>1</townIcon>
<szIconFile>interface\map_item.sti</szIconFile>
<iconPosition>
<x>32</x>
<y>100</y>
</iconPosition>
<baseSector>
<x>3</x>
<y>10</y>
@@ -170,6 +238,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>12</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>11</x>
<y>11</y>
@@ -185,6 +260,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>10</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>3</x>
<y>14</y>
@@ -200,6 +282,13 @@ Changes do not require starting of a new game.
<townUsesLoyalty>1</townUsesLoyalty>
<townRebelSentiment>35</townRebelSentiment>
<townMilitiaAllowed>1</townMilitiaAllowed>
<hiddenTown>0</hiddenTown>
<townIcon>0</townIcon>
<szIconFile></szIconFile>
<iconPosition>
<x>0</x>
<y>0</y>
</iconPosition>
<baseSector>
<x>2</x>
<y>1</y>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff