no food items if the food system is off
whether the item is exclusive is defined by tag in items.xml
replaced previous way of decision, which used Item[usItemIndex].foodtype > 0 as criteria
that also restricted dual use items (i.e. drugs that also have a foodtype, like coffee, etc.)
- surgical mask and gloves lowered coolness
- medical splint lowered coolness
- empty PPE-Bag lowered coolness
- full PPE-Bag lowered coolness
reasoning: those are semi-essential for disease feature,
therefore it's important to have the otion to get them soon.
and all are rather common items in the real world, so that's reasonable
Typo Fix
- typo fix in merchant inventory
- empty PPE Bag will transform into full PPE Bag when Surgical Mask and Gloves get attached
- full PPE Bag will have both disease protection qualities (face and hand)
- instead of two inventory slots (mask and glove) it takes only one while providing same level of protection
- replaced mask and gloves in Fox's Starting Gear with PPE Bag
- added PPE Bag to (one) Starting Gear of Stella and Hurl
- added PPE Bag to dealer inventory of Rebel-Quartermaster, Pharmacy Cambria and Tina
- empty PPE Bag available at BR (can be filled/transformed with surgical mask and gloves also available at BR)
Instead of storing all opinions in unique <Opinion1>, <Opinion2>, ... <Opinion254> tags for all profiles, only opinions with a value other than 0 is now stored in <AnOpinion id = "1" modifier = "-10" /> tag
This change changed the loading time for merc opinions from 4.047 s to 0.011 s
A small cmd utility tool for converting existing MercOpinions.xml data into the new format is available at https://github.com/Asdow/JA2-ConvertXMLData/tree/master
accompanying to rework of r9343
- a tag introduced with r9343 never got actually implemented in gamedir
- added the tag, items with this tag will be exclusive to disease feature
- added a few other tags suitable for those items
- slightly adjusted their coolness
the tag fFortifyAdjacentAdjustment doesn't mesh well with how actual graphics for concertina look like and are sorted in .sti-file
that resulted in concertina being shown facing wrong direction when using fortification assignment and placing them next to each other
which was caused by that attempt to align to adjacent tile
setting the tag to 0 instead of 1 solved that issue
- updated AttachmentClass.xml, ItemClass.xml and ItemFlag.xml to match code
- removed wrong ItemFlag 8 (camera) from items 1724 and 1725 (Wooden Wall and Wooden Planks)
- added two new options in ja2options.ini
- added new category, "Backgrounds", in INIEditorJA2Options.xml
and ja2options.ini
- added new tag, <alt_impcreation>
in backgrounds.xml
- added information about new options into backgrounds.xml
- added new backgrounds for the new options into backgrounds.xml
- also added tags needed for disease feature to medical staff in merc backgrounds
this change is accompanying the relevant change in source
The rifle class is now once again mostly devoid of any notable end-game weapons, and this is meant to compensate for that a bit. The PS90 is available from BR's and Tony, at coolness 7.
- XM25, OICW and AICS set to use the XM-25 graphics
- G11 and CAWS set to use the G11 graphics
-Added '25mm' to XM-25's descriptions, fixed several typos
previous change removed the default in-build 2xscope from G36C in items.xml
to avoid assertion error, adjusted attachments.xml to refelct the change in there as well
Removed the built-in 2x scope from the G36C (only iron sights and a picatinny rail in reality) and replaced the built-in retractable stock on the G36K with a folding stock.
item 664, the G36C, has two default attachments defined in items.xml (1746, Folding Stock and 1322, in-build 2x Scope)
It missed 1322 in attachments.xml and when using the Folding Stock (fold/unfold) it resulted in an error for not finding 1322 attached after the transformation
Added entry for 1322 (in-build 2x Scope) on 664 (G36C) in attachments.xml to fix that
- currently only works on ground-level
- adjusted readme to inform that it doesn't work at underground levels
- replaced the former example file that happened to be underground with one at groundlevel
- sector specific xml that allow to add extra items
- based on difficulty level
- as I understand, it's realtime
- an old forgotten feature, now revived
- added a few examples, nothing realy fancy, just to show the idea
- when novice the stuff is slightly usefull, when insane it's bonkers
- the readme informs about details
- added <usAdministrationModifier>-tag to items.xml
- it already exists in code and feature description at forum indicates that it just was forgotten to be added
- used the tag for item Laptop, just as picture in feature description shows
- edited to match recent changes to merc traits in mercprofiles.xml
- to ensure UB-1.13 and ja2-1.13 mercprofiles are in sync
- fix to manuel in mercprofiles.xml (ja2-1.13)
I previously neglected to delete athletics after he gained covert ops, did that now
- adjusted Sidney, Dimitri, Grace and Wink to remodeled throwing/demolition trait
- therefore removed their demolition-trait, since grenade throwing bonus is now under throwing-trait
- they still have throwing-trait to match what their Bio descriptions
- Igor now Hunter instead of Survivalist, according to balance discussion at discord
* Replace bEvolution with fRegresses
An evolution value of 2 meant that they devolved, so only Moses and non-sober Larry regress
* Update growth modifiers for specific mercs
Since we can't (currently) force a merc to not grow, we'll just set their growth modifier to an extremely high (slow) value
Len: extremely slow
Spike: extremely slow
Henning: extremely slow
Pops: extremely slow
Wally: very slow (Marksmanship only)
Carp: slow
Leon: extremely slow
Sam: extremely slow
* Add default growth modifiers (0) to the rest of the mercs
balance attempt, as discussed in discord
- give high-price mercs more traits
- more available radio-operators
- change some trait-choices that seemed unreasonable/bad fit according to Bio of merc
- preperation for further planned changes