- Queen Palace & Interrogate meanwhile stuff
- Initial POW stuff in Alma
- Sectors for triggering Meduna outskirts meanwhile scene
- Add Iggy to location when game progress condition met
- Add Rat to location after creature meanwhile scene
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1813 4f8fa57e-7814-0410-bad4-adc449f26b7c
- 'Kingpin wants his money' history log hardcoded location to his actual location
- John & Mary sector to disappear on quest completion
- Dynamo prison sector for Matt's quest
- Joey primary & alternate location to be found
- Spike sector relocation when assassins are sent
- Weapon cache locations
- Resort Mod_Settings.ini according to town order in cities.xml for easy referencing
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1812 4f8fa57e-7814-0410-bad4-adc449f26b7c
new modifiers for item properties:
- APs to reload
- APs to reload manually
- max distance for messy death
- gun handling
- best laser range
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1806 4f8fa57e-7814-0410-bad4-adc449f26b7c
The new Item_Settings.ini is there to host modifiers for item properties in the different XML files. For now it is only used for the Weapon Overheating feature to adjust parameters based on gun class.
The ini can hold any modifiers, for example modifiers for range, armor rating, damage, weight, AP to load/fire etc. Of course somebody has to add that to the game code first. ;)
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1800 4f8fa57e-7814-0410-bad4-adc449f26b7c
- new item: when planting tripwire roll (Item# 1640), a tripwrie item is created, thereby making planting multiple wires much easier
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1796 4f8fa57e-7814-0410-bad4-adc449f26b7c
POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS was added to adjust the number of aim clicks for shotguns. The default is 1.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1795 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Sidney - Kit 4: Added mini grenade and mag to Kit 4
- Hector - Kit 3: He had a SIG PRO .40, it should be a HK P7M8
- Vinny - Kit 4: He should have a TT 3 Day Pack.
- Blood - Kit 2: He had .40 SMG mag, should be .40 pistol mag.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1790 4f8fa57e-7814-0410-bad4-adc449f26b7c
These KITS are Limited to Merc Lvl and prices, it would be tempting to give them "the perfect loadout" but it would take away from the fun and balance of the game.
*List of Kits
Ammo: Extra ammo at the expense of an other item.
Gun Choice: an alternative weapon.
Combat: Mercs drop their Med/Tool Kits in favour of extra firepower.
Fast Rope: Only seen in upper tier Mercs. The idea was to create a basic kit for when you know you are landing in an enemy occupied sector. (Could be change to "Hot LZ")
CQC: Close Combat
HTH: Hand to Hand
LBE: If you feel like splashing the cash for some extra carry capacity.
Paramedic: A kit for Doctors on the front line, dropping their MEdkit for a FirstAid Kit and a Smoke Grenades.
Auto/Heavy WPNs: Skill specific kits.
Sapper: Desroying/Constructing stuff.
Breach: Using explosives or ballistics to open doors.
Covert: Silent weapons/ammo.
Night OPs: Flares etc...
There are more KITS but they should be self explanatory. It's a lot of info to edit, so if there are any mistakes/oversights let me know and i'll change them. Same goes for any suggestions.
I tweaked these Mercs in order for OST/NST to match and to improve one or two.
Dyno & Smoke: Electronics added to OST to match Demo.
Mouse: Stealthy/Stealthy added to OST Melee removed from NST
Moses: Given Devolve evolution.
Hector:Knifing expert in OST.
Needle: Knifing OST.
Screw: HTH (OST) HTH/Tech (NST)
Elroy: Strealth/Lockpicking.
Carp: Removed Deputy and gave him Teacjng in OST/NST. He's pretty useless at the moment, at least this way he can be a Militia Trainer.
Doc: He had Teaching/Deputy in NST. Changed it to Doctor in NST and no skill in OST.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1778 4f8fa57e-7814-0410-bad4-adc449f26b7c
There are now 3 icons for the wrench:
- green for items that can be repaired by anyone
- yellow for items that need a technician of NPC to repair them beyond repair threshold
- red for items that have <Repairable> tag set to 0 in items.xml
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1777 4f8fa57e-7814-0410-bad4-adc449f26b7c
o To use the german codepage, you cann add the entry CODE_PAGE = german.cp in your ja2.ini file
- Updated LoadScreenHints.xml
o Added a few new hints
o Reworked some existing hints
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1771 4f8fa57e-7814-0410-bad4-adc449f26b7c
o There was a wrong condition in LUA script (In the ja2 source code this condition works, but not in LUA!!!)
-> WRONG: if ( giLairID ) -> this is always triggered as TRUE and therefore never starts the cutscene
-> CORRECT: if ( giLairID ~= 0 ) -> if the quest has not started ( value != 0), start the cutscene
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1763 4f8fa57e-7814-0410-bad4-adc449f26b7c