diff --git a/Data-AIM/APBPConstants.ini b/Data-AIM/APBPConstants.ini index bdb6dc9..dd3d972 100644 --- a/Data-AIM/APBPConstants.ini +++ b/Data-AIM/APBPConstants.ini @@ -6,14 +6,14 @@ ; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points). ; ; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property. -; All other properties in the file will be adjusted dynamically ingame. -; Howevery you can override the default values and the game will use them. +; Changing all other AP values in the file MUST still be based on 100 AP system. +; The AP values will then be adjusted dynamically ingame. ;------------------------------------------------------------------------------------------------------------------------------ [APConstants] ;*********************************************************************** ;* The maximum number of Action Points a merc may have. * -;* Should be 5x MAX_AP_CARRIED for game-balance purposes. * +;* Should be 5x MAX_AP_CARRIED for game-balance purposes. Range: 25-250* ;*********************************************************************** AP_MAXIMUM = 100 @@ -400,7 +400,7 @@ DEFAULT_APS = 80 DEFAULT_AIMSKILL = 80 ;*********************************************************************** -;* The APs needed build a fortification structure * +;* Fortification-centered AP costs ;*********************************************************************** AP_FORTIFICATION = 180 AP_REMOVE_FORTIFICATION = 150 @@ -453,8 +453,8 @@ AP_READFILE = 50 ;*********************************************************************** ;* The APs for drinking from a watertap * ;*********************************************************************** - AP_WATERTAP = 20 + ;*********************************************************************** ;* The APs buying soda from a vending machine * ;*********************************************************************** @@ -465,6 +465,11 @@ AP_SODAMACHINE = 30 ;*********************************************************************** AP_CAMERA = 30 +;*********************************************************************** +;* The APs to take another merc's blood to fill a blood bag * +;*********************************************************************** +AP_FILLBLOODBAG = 100 + [BPConstants] ;*********************************************************************** ;* Ratio of breath points to 1 energy (default = 100) * @@ -543,4 +548,5 @@ BP_FORTIFICATION = 500 BP_REMOVE_FORTIFICATION = 250 BP_HANDCUFF = 50 BP_APPLYITEM = 50 -BP_INVENTORY_ARM = 10 \ No newline at end of file +BP_INVENTORY_ARM = 10 +BP_FILLBLOODBAG = 20 \ No newline at end of file diff --git a/Data-AIM/BinaryData/AIMBIOS.EDT b/Data-AIM/BinaryData/AIMBIOS.EDT index 420a08b..714f08d 100644 Binary files a/Data-AIM/BinaryData/AIMBIOS.EDT and b/Data-AIM/BinaryData/AIMBIOS.EDT differ diff --git a/Data-AIM/BinaryData/MERCBIOS.EDT b/Data-AIM/BinaryData/MERCBIOS.EDT index 6b2a6bc..5d87877 100644 Binary files a/Data-AIM/BinaryData/MERCBIOS.EDT and b/Data-AIM/BinaryData/MERCBIOS.EDT differ diff --git a/Data-AIM/BinaryData/Prof.dat b/Data-AIM/BinaryData/Prof.dat index 4a655c2..4204fed 100644 Binary files a/Data-AIM/BinaryData/Prof.dat and b/Data-AIM/BinaryData/Prof.dat differ diff --git a/Data-AIM/CTHConstants.ini b/Data-AIM/CTHConstants.ini index abd3f3c..81bc214 100644 --- a/Data-AIM/CTHConstants.ini +++ b/Data-AIM/CTHConstants.ini @@ -79,6 +79,14 @@ DEGREES_MAXIMUM_APERTURE = 5.0 ; If TRUE the aperture will use a curve to grow slower over distance making iron sights ; more powerful over long distances. IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE +; If IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT is TRUE the following parameter defines +; how fast the aperture will grow. A lower value will make it grow slower thus making +; iron sights even more powerful. +; A value of 2.0 will make iron sights almost as powerful as a 2x scope whereas a value +; of 5.0 causes just a little change from the old behaviour. +; Values can go from 2.0 to 5.0 +; The default is 3.0 +IRON_SIGHTS_MAX_APERTURE_MODIFIER = 3.0 ; The Range Coefficient works with the listed weapon range to determine the weapons ; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards @@ -91,11 +99,11 @@ RANGE_COEFFICIENT = 1.5 ; The lower this coefficient, the faster will bullets change their trajectory ; towards the ground, hitting it sooner. ; Conversely, by increasing this value you can let bullets fly further beyond -; the max range of the gun. That will effectivelly let guns hit targets further +; the max range of the gun. That will effectively let guns hit targets further ; beyond their max range, though it is not a reliable way to hit any target. GRAVITY_COEFFICIENT = 15.0 -; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun +; The Vertical Bias "flattens" the target aperture which restricts the vertical amount ; by which a bullet can travel. Vertical bias is ultimately based on stance where ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and ; a crouching target is midway between the two. @@ -221,7 +229,7 @@ BASE_SHOOTING_UPWARDS = -15.0 BASE_INJURY = -30.0 ;------------------------------------------------------------------------------------------------------------------------------ -; These are the modifiers given for different levels of drunkness. Naturally, +; These are the modifiers given for different levels of drunkenness. Naturally, ; the more drunk you are, the more your CTH suffers. ;------------------------------------------------------------------------------------------------------------------------------ @@ -286,16 +294,6 @@ BASE_CROUCHING_STANCE = 3.0 BASE_PRONE_STANCE = 4.0 BASE_HEAVY_WEAPON = 2.0 -;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers are applied based on game difficulty, and only affect -; the base CTH of ENEMY COMBATANTS. -;------------------------------------------------------------------------------------------------------------------------------ - -BASE_DIFFICULTY_NOVICE = -30.0 -BASE_DIFFICULTY_EXPERIENCED = -10.0 -BASE_DIFFICULTY_EXPERT = 0.0 -BASE_DIFFICULTY_INSANE = 10.0 - [Aiming CTH] @@ -362,11 +360,6 @@ AIM_TWO_GUNS = 4.0 AIM_ONE_HANDED = 2.5 AIM_HEAVY_WEAPON = 2.0 -AIM_DIFFICULTY_NOVICE = -30.0 -AIM_DIFFICULTY_EXPERIENCED = 0.0 -AIM_DIFFICULTY_EXPERT = 10.0 -AIM_DIFFICULTY_INSANE = 20.0 - [Shooting Mechanism] @@ -405,6 +398,7 @@ RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 ;------------------------------------------------------------------------------------------------------------------------------ ; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) ; to reach best offset improvement. +; RECOIL_COUNTER_INCREMENT_TRACER is not in use still (SVN rev. 8785) ;------------------------------------------------------------------------------------------------------------------------------ RECOIL_COUNTER_INCREMENT = 1 @@ -435,4 +429,17 @@ RANGE_EFFECTS_DEV = TRUE ;------------------------------------------------------------------------------ MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.2 MAX_EFFECTIVE_RANGE_REDUCTION = 0.3 -MAX_EFFECTIVE_USE_GRADIENT = FALSE \ No newline at end of file +MAX_EFFECTIVE_USE_GRADIENT = FALSE + +;------------------------------------------------------------------------------ +; Experimental NCTH tweaks +;------------------------------------------------------------------------------ + +; limit max bullet deviation to improve suppression effectiveness +; max deviation limit depends on weapon range, recoil and shooting mode +LIMIT_MAX_DEVIATION = FALSE + +; limit max vertical deviation so there will be less ground shots +; works for first bullet only +; when this option enabled, VERTICAL_BIAS option has no effect +LIMIT_GROUND_SHOTS = FALSE \ No newline at end of file diff --git a/Data-AIM/Interface/INFOBOX.sti b/Data-AIM/Interface/INFOBOX.sti deleted file mode 100644 index f1fdc1f..0000000 Binary files a/Data-AIM/Interface/INFOBOX.sti and /dev/null differ diff --git a/Data-AIM/Interface/INFOBOXkk.sti b/Data-AIM/Interface/INFOBOXkk.sti deleted file mode 100644 index b58bbfb..0000000 Binary files a/Data-AIM/Interface/INFOBOXkk.sti and /dev/null differ diff --git a/Data-AIM/Interface/RoleIcons.sti b/Data-AIM/Interface/RoleIcons.sti index 7b11a33..7045a68 100644 Binary files a/Data-AIM/Interface/RoleIcons.sti and b/Data-AIM/Interface/RoleIcons.sti differ diff --git a/Data-AIM/Item_Settings.ini b/Data-AIM/Item_Settings.ini index eca5860..5d93401 100644 --- a/Data-AIM/Item_Settings.ini +++ b/Data-AIM/Item_Settings.ini @@ -286,6 +286,22 @@ RECOILX_SHOTGUN_MODIFIER = 1.0 RECOILY_SHOTGUN_MODIFIER = 1.0 ;****************************************************************************************************************************** +;****************************************************************************************************************************** +; Weapon Jam Damage Thresholds +; +; These values define the status threshold where a gun can take damage when it jams. +; The lower this value is the lower the status of the gun has to be before it will take damage during a gun jam. +; Valid values are 0 to 100. +JAM_DAMAGE_THRESHOLD_PISTOL = 25 +JAM_DAMAGE_THRESHOLD_MP = 37 +JAM_DAMAGE_THRESHOLD_SMG = 35 +JAM_DAMAGE_THRESHOLD_RIFLE = 20 +JAM_DAMAGE_THRESHOLD_SNIPER = 22 +JAM_DAMAGE_THRESHOLD_AR = 32 +JAM_DAMAGE_THRESHOLD_LMG = 30 +JAM_DAMAGE_THRESHOLD_SHOTGUN = 15 +;****************************************************************************************************************************** + ;****************************************************************************************************************************** [Armor Settings] @@ -298,7 +314,7 @@ RECOILY_SHOTGUN_MODIFIER = 1.0 ;****************************************************************************************************************************** ; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only). ; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor. -; Default is 0.2 +; Default for vests is 0.2, for pants it is 0.6 CAMO_LBE_OVER_VEST_MODIFIER = 0.2 CAMO_LBE_OVER_PANTS_MODIFIER = 0.6 ;****************************************************************************************************************************** @@ -320,6 +336,15 @@ DAMAGE_HEALTH_EXPLOSIVE_MODIFIER = 1.0 DAMAGE_BREATH_EXPLOSIVE_MODIFIER = 1.0 ;****************************************************************************************************************************** +;****************************************************************************************************************************** +; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius +; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit +; and the smaller will be the final radius. +; Valid values are from 0 to 30. +MISS_MAX_RADIUS_GRENADE = 5; +MISS_MAX_RADIUS_MORTAR = 10; +;****************************************************************************************************************************** + ;****************************************************************************************************************************** ; The following modifiers are multiplied with the base explosive damage () but they apply ONLY to gas type explosives. ; When someone moves through a gas cloud without a gas mask he will receive the modified base damage each tile he moves. @@ -329,22 +354,31 @@ DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER = 0.1 DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1 ;****************************************************************************************************************************** +;****************************************************************************************************************************** +; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius +; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit +; and the smaller will be the final radius. +; Valid values are from 0 to 30. +MISS_MAX_RADIUS_GRENADE = 3; +MISS_MAX_RADIUS_MORTAR = 8; + ;****************************************************************************************************************************** -[Energy Settings] +[Misc Settings] ;****************************************************************************************************************************** ; -; Energy consumption settings for non-vanilla batteries. +; Modifiers for various item categories belong here. ; ;****************************************************************************************************************************** ;****************************************************************************************************************************** -; various energy costs for the radio set -ENERGY_COST_RADIOSET_ACTIVATE = 600.00 -ENERGY_COST_RADIOSET_JAM = 100.00 -ENERGY_COST_RADIOSET_SCAN = 45.00 -ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00 - -;****************************************************************************************************************************** +; AP costs for movement are multiplied by this if a shield is equipped. +; Valid values are from 1.0 to 10.0 . +; Default is 1.7 +SHIELD_MOVEMENT_APCOST_MODIFIER = 1.7 +; AP costs for movement are multiplied by this if we drag someone. +; Valid values are from 1.0 to 10.0 . +; Default is 1.5 +DRAG_MOVEMENT_APCOST_MODIFIER = 2.0 ;****************************************************************************************************************************** diff --git a/Data-AIM/Ja2_Options.INI b/Data-AIM/Ja2_Options.INI index f9d3ffa..a49983e 100644 --- a/Data-AIM/Ja2_Options.INI +++ b/Data-AIM/Ja2_Options.INI @@ -112,10 +112,10 @@ MAX_STRATEGIC_ENEMY_GROUP_SIZE = 64 ; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon ; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE ; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than -; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-250, default is 34. +; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. ; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE -; regardless of attachments. Values 0-100, default is 9 -; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-255, default is 99. +; regardless of attachments. Values 0-32000, default is 9 +; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. ;------------------------------------------------------------------------------------------------------------------------------ MAX_ITEM_SIZE = 949 @@ -255,10 +255,10 @@ DYNAMIC_IMP_PROFILE_COST = FALSE ; The following values deal with M.E.R.C recruitment settings ;------------------------------------------------------------------------------------------------------------------------------ -;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. +; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE -;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. +; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ @@ -288,6 +288,13 @@ SLAY_STAYS_FOREVER = TRUE SLAY_HOURLY_CHANCE_TO_LEAVE = 15 +;------------------------------------------------------------------------------------------------------------------------------ +; On the A.I.M/M.E.R.C websites, a merc's gear kits are always available during the hiring process, even if they've been bought +; before. +;------------------------------------------------------------------------------------------------------------------------------ + +GEARKITS_ALWAYS_AVAILABLE = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). @@ -616,6 +623,11 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ SMALL_SIZE_PB = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Hide progress bar when cursor is on the top row of the map +;------------------------------------------------------------------------------------------------------------------------------ +AUTO_HIDE_PB = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view ;------------------------------------------------------------------------------------------------------------------------------ @@ -632,9 +644,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds -; Range: 0-100% +; Range: 0-1000% ; 0 = no change -; 100 = max volume +; 1000 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 @@ -646,7 +658,23 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0 ;------------------------------------------------------------------------------------------------------------------------------ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 +;------------------------------------------------------------------------------------------------------------------------------ +; These options control fire ambient sound and it's volume +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_TA = TRUE +VOLUME_TA = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; These options control sector steady ambients +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_SSA = FALSE +VOLUME_SSA = 100 +DEBUG_SSA = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; New weapon sound system +;------------------------------------------------------------------------------------------------------------------------------ +NWSS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -677,6 +705,11 @@ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Show backpack owner's name on the ground and in taking items interface +;------------------------------------------------------------------------------------------------------------------------------ +SHOW_BACKPACK_OWNER = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; This section controls the behavior of the "SHIFT + F" hotkey. ; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. @@ -846,8 +879,8 @@ SHOW_ENEMY_HEALTH = 1 ; Alt health bar additionally shows suppression shock level and current cover ; 0 - nothing ; 1 - default health bar -; 2 - smaller alt health bar -; 3 - larger alt health bar +; 2 - alt health bar +; 3 - alt health bar + AP counter ;------------------------------------------------------------------------------------------------------------------------------ SHOW_HEALTHBARSOVERHEAD = 3 @@ -969,7 +1002,7 @@ ALT_AIMING_ENABLED = TRUE ; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel. ; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. ; -; If your mousewheel does not work, you can do the same via [Alt] + [t] if AIMED_BURST_ALTERNATE_KEY is TRUE. +; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. ;------------------------------------------------------------------------------------------------------------------------------ USE_AIMED_BURST = TRUE @@ -1027,7 +1060,12 @@ ALLOW_EXTRA_MERCHANTS = TRUE ; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) ;------------------------------------------------------------------------------------------------------------------------------ -ADD_SMOKE_AFTER_EXPLOSION = FALSE +ADD_SMOKE_AFTER_EXPLOSION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Fire explosion creates light source +;------------------------------------------------------------------------------------------------------------------------------ +ADD_LIGHT_AFTER_EXPLOSION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -1073,24 +1111,6 @@ CHANCE_SAY_ANNOYING_PHRASE = 30 NEW_AI_TACTICAL = TRUE -;------------------------------------------------------------------------------------------------------------------------------ -; AI tweaks and improvements -;------------------------------------------------------------------------------------------------------------------------------ - -; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1 -; for autofire capable weapons -AI_EXTRA_SUPPRESSION = TRUE - -; less aggressive AI morale with some additional tweaks -AI_NEW_MORALE = TRUE - -; AI will try to avoid enemy sight, fresh corpses and overcrowded locations -AI_BETTER_COVER = TRUE - -; disabled by default as it can be time consuming when playing covert -; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations -AI_YELLOW_FLANKING = FALSE - ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 3 ; Penalty (in %) on tile when you shot in head (for enemy and mercs). @@ -1585,7 +1605,8 @@ DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 ; Change the amount of details received in the tooltip, based on your range to that enemy? ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE - +; Debug tooltip showing additional AI information. +SOLDIER_TOOLTIP_DEBUG_AI = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1694,7 +1715,7 @@ USE_SCOPE_MODES = TRUE ; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. ; You need an item the usSpotting-tag in your hands. -; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. +; The bonus applies to anyone of your team using a sniper rifle/rifle on a location your spotter can see. ; Effectiveness depends on: ; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) ; - lowered by being wounded or fatigues @@ -1863,7 +1884,7 @@ VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 25 ; From what aiming bonus a scope is considered high power (Battle Scope 7x) HIGH_POWER_SCOPE_AIM_THRESHOLD = 20 -; From what aiming bonus a scope is considered medium power (ACOG 10x) +; From what aiming bonus a scope is considered medium power (ACOG 4x) MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 15 ;------------------------------------------------------------------------------------------------------------------------------ @@ -1975,7 +1996,7 @@ KNOWN_NPCS_DIFFERENT_MAPCOLOUR = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. -; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE. +; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. ;------------------------------------------------------------------------------------------------------------------------------ INDIVIDUAL_ENEMY_NAMES = FALSE @@ -2048,7 +2069,7 @@ ENEMY_TANKS_DONT_SPARE_SHELLS = FALSE ; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE -; If set to TRUE, tanks can noticed as soon as any part of it is visible. +; If set to TRUE, tanks can be noticed as soon as any part of them is visible. ENEMY_TANKS_ANY_PART_VISIBLE = TRUE ; If set to TRUE, enemies can use launchables even against single mercs and in perfect health. @@ -2129,7 +2150,7 @@ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Improved Interrupt System (IIS) IMPROVED_INTERRUPT_SYSTEM = TRUE -; + ; 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 @@ -2207,6 +2228,11 @@ BACKPACKWEIGHT_LOWERS_AP = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ENEMY_JAMS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Use new code for random number generation +;------------------------------------------------------------------------------------------------------------------------------ +NEW_RANDOM = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2308,7 +2334,7 @@ ENEMY_GENERALS = TRUE ; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10. ENEMY_GENERALS_NUMBER = 5 -; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them +; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them. ; Default 4, values between 0 and 10. ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 @@ -2479,12 +2505,12 @@ COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE SUPPRESSION_EFFECTIVENESS = 150 ;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS, ; not instead ; ; 0 = JA2 Default: Suppression is DISABLED. ; 100 = Suppression is fully activated. - +; ; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. @@ -2541,7 +2567,7 @@ MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects @@ -2572,7 +2598,7 @@ COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 ; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. ;------------------------------------------------------------------------------------------------------------------------------ -AI_SUPRESS_MIN_MAG_SIZE = 20 +AI_SUPPRESS_MIN_MAG_SIZE = 20 AI_SUPPRESS_MIN_AMMO_REMAINING = 20 ;------------------------------------------------------------------------------------------------------------------------------ @@ -2611,19 +2637,19 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Rain settings ; -; (For slow CPUs, you may want to disable rain entirely. +; (For slow CPUs, you may want to disable this) ;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable rain appearing in the game. +; Enable/Disable weather appearing in the game. ALLOW_RAIN = TRUE ; Possible number of weather events happening per day RAIN_EVENTS_PER_DAY = 2 -; Chance of rain to be triggered once per day. +; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY. RAIN_CHANCE_PER_DAY = 10 -; Minimum/Maximum length of rain. +; Minimum/Maximum length of weather. RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 300 @@ -2889,7 +2915,7 @@ FOOD_EATING_SOUNDS = TRUE [Disease Settings] -; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. You can get them from +; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. For example, you can get them from ; -insects in swamp & tropical sectors ; -contact with other people, animals and the dead ; -open wounds @@ -2910,7 +2936,7 @@ DISEASE = FALSE DISEASE_STRATEGIC = TRUE ; The World Health Organization has a website that contains a few helpful tips on diseases. -; It also allows you to subscribe. This will csot you money every day; in return you have access to a new map mode that shows you where in Arulco arulcan plague has broken out. +; It also allows you to subscribe. This will cost you money every day; in return you have access to a new map mode that shows you where in Arulco the arulcan plague has broken out. ; requires DISEASE and DISEASE_STRATEGIC to be TRUE DISEASE_WHO_SUBSCRIPTIONCOST = 2000 @@ -2945,14 +2971,14 @@ WAGE_ACCEPTANCE_FACTOR = 1.5 [Dynamic Dialogue Settings] ;****************************************************************************************************************************** -; In this section you can specify whether mercs talk to each other +; In this section you can specify whether mercs talk to each other. ;****************************************************************************************************************************** -; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other. -; This can happen whenever something influences their relationship +; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other. +; This can happen whenever something influences their relationship. ; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers -; depending on their relations and personality -; If an IMP interejcts, the player has a short time to select the kin of response he wants to give. +; depending on their relations and personality. +; If an IMP interjects, the player has a short time to select the kind of response he wants to give. DYNAMIC_DIALOGUE = TRUE ; the dialogue boxes will stay on for x milliseconds @@ -2964,7 +2990,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000 [PMC Settings] ;****************************************************************************************************************************** -; In this section you can specify wether you will have access to a private military contractor that allows hiring militia +; In this section you can specify whether you will have access to a private military contractor that allows hiring militia ;****************************************************************************************************************************** ; if PMC is TRUE, you will get an email from a PMC once you've started training militia. @@ -2972,7 +2998,7 @@ PMC = TRUE ; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities, ; like airport, harbours and border posts -; The PMc will slowly replenish its ranks, here you can define how many militia it will have at max +; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max PMC_MAX_REGULARS = 35 PMC_MAX_VETERANS = 20 @@ -3192,14 +3218,14 @@ GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE -; This enables massive counterattacks in all cities, just like in Drassen. +; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen. ; NOTE: These attacks will be huge. You have been warned. ; 0: no attacks ; 1: counterattacks on all cities possible ; 2: 1 + major offensives depending on game progress AGGRESSIVE_STRATEGIC_AI = 2 -; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) +; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) ENABLE_CREPITUS = FALSE ; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE @@ -3274,7 +3300,7 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6 ; Don't allow permanent items removal for no merc in that sector NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE -; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. +; Depending on game difficulty enemy groups created during offensives can include tanks. ARMY_USES_TANKS_IN_ATTACKS = FALSE ; Depending on game difficulty enemy patrols at game start can be randomly reinforced with. ARMY_USES_TANKS_IN_PATROLS = FALSE @@ -3326,6 +3352,14 @@ FACILITY_EVENT_RARITY = 1000 ; noticeable. Increase this for the opposite. Default = 50. FACILITY_DANGER_RATE = 50 +;------------------------------------------------------------------------------------------------------------------------------ +; Facilities can produce items. +; This requires defining production lines for each item in FacilityTypes.xml and some set up in SetFactoryLeftoverProgress(...) +; and GetFactoryLeftoverProgress(...) in scripts/strategicmap.lua. +;------------------------------------------------------------------------------------------------------------------------------ + +FACTORIES = FALSE + ;****************************************************************************************************************************** ; Activates the new additional repair mode. ; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing @@ -3411,7 +3445,7 @@ PLAYER_CAN_ASK_TO_SURRENDER = TRUE ; chance that released soldiers join the army again PRISONER_RETURN_TO_ARMY_CHANCE = 30 -; chance that interrogated soldiers decide to join your cause (they will be turned into militia) +; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) PRISONER_DEFECT_CHANCE = 25 ; chance that interrogated soldiers give us intel (see Intel Settings) @@ -3499,13 +3533,13 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 [Laptop Settings] ;****************************************************************************************************************************** -; Use these settings to add/remove additional links on the laptop. +; 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 +; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything) ENCYCLOPEDIA = FALSE ; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), @@ -3527,6 +3561,9 @@ CAMPAIGN_HISTORY = TRUE ; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! CAMPAIGN_HISTORY_MAX_REPORTS = -1 +; Show details in background tooltip +BACKGROUND_TOOLTIP_DETAILS = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3536,7 +3573,7 @@ CAMPAIGN_HISTORY_MAX_REPORTS = -1 ; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. ;****************************************************************************************************************************** -;When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. +; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE ; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. @@ -3610,7 +3647,7 @@ AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) ; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. -; At 2.0, characters can comfortably carry twice as much with the same amount of strength. +; At 0.5, characters can comfortably carry twice as much with the same amount of strength. ;------------------------------------------------------------------------------------------------------------------------------ STRENGTH_TO_LIFT_HALF_KILO = 1.0 @@ -3809,19 +3846,19 @@ ENEMYHELI_ACTIVE = TRUE ; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value. ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30 -; heli hitpoints, valid from 1 to 500 +; heli hitpoints, valid from 1 to 255 ENEMYHELI_HP = 100 ; time to repair 1 HP at the home base in minutes, valid from 1 to 20 ENEMYHELI_HP_REPAIRTIME = 6 -; cost to repair 1 HP at the home base in &, valid from 10 to 1000 +; cost to repair 1 HP at the home base in $, valid from 10 to 1000 ENEMYHELI_HP_COST = 200 ; heli maximum fuel, valid from 25 to 200 ENEMYHELI_FUEL = 50 -; time to repair 1 HP at the home base in minutes, valid from 1 to 10 +; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999 ENEMYHELI_FUEL_REFUELTIME = 3 ;------------------------------------------------------------------------------------------------------------------------------ @@ -3981,9 +4018,6 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 ; toggles this feature on and off MILITIA_VOLUNTEER_POOL = FALSE -; Every hour we get loyal population times this factor volunteers for each town sector we control. -MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.001 - ; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly. MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2 @@ -3991,6 +4025,9 @@ MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2 ; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously. MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05 +; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY) +MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.001 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -4137,7 +4174,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ; ; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC. ; -; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how +; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how ; SELL_ITEMS_WITH_ALT_LMB works. ; Resources will be shown in the strategic map while the Militia view is active. ; @@ -4268,8 +4305,8 @@ TRAINING_RATE_DIVISOR = 1000 ; The divisor for rate of training bonus due to instructors influence ; Reduce to speed-up trainer/student training -; This value gets added to the SELF_TRAINING_DIVISOR when calculating training points -INSTRUCTED_TRAINING_DIVISOR = 3000 +; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) ; Also applies to training militia @@ -4349,7 +4386,7 @@ ALLOW_BANDAGING_DURING_TRAVEL = FALSE ; Cost to unjam a weapon in repair pts REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa REPAIR_RATE_DIVISOR = 2500 ; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa @@ -4448,3 +4485,29 @@ DAYTIME_PRECISION = 3 NIGHTTIME_PRECISION = 4 ;Number of remaining Soldiers before their location gets marked MAX_SOLDIERS_LEFT = 3 + +[Tactical AI Settings] +; Allow enemy soldiers to retreat from battle +AI_TACTICAL_RETREAT = FALSE + +; allow AI to shoot more often for suppression (when using OCTH) by faking minimum CTH = 1 for autofire capable weapons +AI_EXTRA_SUPPRESSION = TRUE + +; AI morale with some additional tweaks +AI_NEW_MORALE = TRUE + +; AI will try to avoid enemy sight, fresh corpses and overcrowded locations +AI_BETTER_COVER = TRUE + +; disabled by default as it can be time consuming when playing covert +; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations +AI_YELLOW_FLANKING = FALSE + +; AI movement mode tweaks +AI_MOVEMENT_MODE = TRUE + +; Experimental path tweaks for AI: avoid gas, deep water, light at night +AI_PATH_TWEAKS = TRUE + +; Log AI decision info +AI_DECISION_INFO = TRUE diff --git a/Data-AIM/Morale_Settings.INI b/Data-AIM/Morale_Settings.INI index 1c49014..12b2dcd 100644 --- a/Data-AIM/Morale_Settings.INI +++ b/Data-AIM/Morale_Settings.INI @@ -40,6 +40,7 @@ MORALE_FOOD = 1 MORALE_GOOD_FOOD = 5 MORALE_BAD_FOOD = -1 MORALE_LOATHSOME_FOOD = -5 +MORALE_FEAR_OF_HEIGHTS = -8 [Strategic Morale Settings] ; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY) @@ -50,6 +51,11 @@ MORALE_BATTLE_WON = 3 ; ran from sector during battle MORALE_RAN_AWAY = -1 +; cowards can actually gain morale by running away +MORALE_RAN_AWAY_COWARD = 1 + +; penalty for cowards upon meeting hostiles in strategic that outnumber our forces by a factor >= 2 +MORALE_ENEMYGROUP_COWARD = -3 MORALE_HEARD_BATTLE_WON = 1 MORALE_HEARD_BATTLE_LOST = -2 @@ -120,10 +126,6 @@ MORALE_PREVENTED_MISBEHAVIOUR = -1 ; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100) MORALE_MOD_MAX = 50 -; modifies how strong effect alcohol and drugs have on morale (in percents, 0 - 10000) -DRUG_EFFECT_MORALE_MOD = 150 -ALCOHOL_EFFECT_MORALE_MOD = 160 - PHOBIC_LIMIT = 20 ; modifiers to morale gain depending on merc character (only if new trait system is on) @@ -171,6 +173,8 @@ MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1 ; if someone else did something to us, our opinion of them is modified ; values between -50 and 0 for bad stuff and 0 and 50 for good stuff +; If a modifier is set to 0, this event is not used, thereby allowing to turn specific events off. + ; friendly fire OPINIONEVENT_FRIENDLYFIRE = -10 @@ -189,7 +193,7 @@ OPINIONEVENT_CONTRACTEXTENSION = -2 ; we blame our leader for a retreat order OPINIONEVENT_ORDEREDRETREAT = -3 -; someone killed a non-hostile civilian +; someone killed a non-hostile civilian/militia OPINIONEVENT_CIVKILLER = -8 ; someone carries too much and slows down the squad @@ -275,3 +279,6 @@ OPINIONEVENT_BATTLE_ASSIST = 1 ; someone captured the enemy instead of killing them, and we approve OPINIONEVENT_BATTLE_TOOK_PRISONER = 3 + +; someone injured a non-hostile civilian/militia +OPINIONEVENT_CIV_ATTACKER = -2 diff --git a/Data-AIM/Skills_Settings.INI b/Data-AIM/Skills_Settings.INI index d27867f..0f77bab 100644 --- a/Data-AIM/Skills_Settings.INI +++ b/Data-AIM/Skills_Settings.INI @@ -258,7 +258,7 @@ CTH_MP_EXCLUDE_AUTOFIRE = TRUE ; Bonus to CtH per click with pistols and machine pistols AIMING_BONUS_PER_CLICK_HANDGUNS = 5 -; Percentage APs reduction needed to fire pistols and revolvers +; Percentage APs reduction to fire pistols and revolvers ; You should consider that "15" means that expert gunslinger has the same bonus to firing ; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount ; reflex sights, this gives them at least some compensation @@ -282,8 +282,8 @@ POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1 ; - we have this trait ; - we use this gun with both hands ; - we are in hipfire mode (USE_SCOPE_MODES = TRUE in JA2_Options.ini, visible by the 'eye' icon over our gun) -CAN_FAN_THE_HAMMER = FALSE -; Fan the Hammer is not supported yet. +CAN_FAN_THE_HAMMER = TRUE + ; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** @@ -489,7 +489,7 @@ MAX_NATURAL_REGEN_BONUSES = 4 ;****************************************************************************************************************************** [Ambidextrous] -; CtH penalty when dual shooting is reduced by this many percents +; CtH penalty when shooting while a second items is equipped is reduced by this many percents PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100 ; Percentage bonus to reload speed for all magazine weapons @@ -618,7 +618,7 @@ STEALTH_BONUS = 35 REDUCED_CHANCE_TO_BE_INTERRUPTED = 20 ; 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 ;****************************************************************************************************************************** @@ -873,7 +873,7 @@ MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2 ; (This only applies for survivalist himself.) ENERGY_SPENT_TRAVEL_REDUCTION = 50 -; Percentage of weather penalties reduced +; Percentage of weather penalties reduced. Values from 0.0 to 1.0. WEATHER_PENALTIES_REDUCTION = 0.35 ; Camouflage wear out percentage speed reduction diff --git a/Data-AIM/TableData/DifficultySettings.xml b/Data-AIM/TableData/DifficultySettings.xml index 5813fe7..c05a582 100644 --- a/Data-AIM/TableData/DifficultySettings.xml +++ b/Data-AIM/TableData/DifficultySettings.xml @@ -1,11 +1,14 @@ @@ -112,6 +137,7 @@ 0 0 0 + 0 0 0 0 @@ -125,6 +151,7 @@ 0 0 0 + 0 0 0 @@ -139,11 +166,11 @@ 0 0 0 - 0 + 0 0 0 - 0 + 0 0 0 0 @@ -157,6 +184,10 @@ 0 0 + 0 + 0 + 0 + 0 0 0 0 @@ -164,9 +195,14 @@ 0 0 0 + 0 -100.0 -100.0 + -100.0 + -100.0 + -100.0 + -100.0 1 @@ -177,6 +213,7 @@ 7 70 6 + 12 0 0 150 @@ -190,6 +227,7 @@ 16 0 2 + 0 510 6 @@ -210,9 +248,9 @@ 1 -15 1 - 1 - 1 - 1 + 0 + 0 + 0 1 1 @@ -222,6 +260,10 @@ 0 0 + 40 + 0 + 0 + 0 0 1 0 @@ -229,9 +271,14 @@ 0 0 0 + 1 -30.0 -30.0 + 20.0 + 20.0 + 20.0 + 20.0 2 @@ -242,6 +289,7 @@ 10 100 4 + 15 0 0 200 @@ -255,6 +303,7 @@ 12 0 4 + 20 450 7 @@ -274,10 +323,10 @@ 0 1 5 - 0 - 0 - 0 - 1 + 1 + 1 + 1 + 0 2 2 @@ -287,16 +336,25 @@ 0 0 + 30 + 0 + 0 + 0 0 1 0 2 - 0 - 0 + 1 + 1 0 + 1 0.0 0.0 + 10.0 + 10.0 + 10.0 + 10.0 3 @@ -307,6 +365,7 @@ 15 150 6 + 20 5 0 400 @@ -320,6 +379,7 @@ 8 0 6 + 40 390 9 @@ -339,10 +399,10 @@ 1 2 12 - 0 - 0 - 0 - 0 + 1 + 1 + 1 + 1 3 3 @@ -352,6 +412,10 @@ 0 0 + 20 + 0 + 0 + 0 0 0 1 @@ -359,10 +423,16 @@ 1 1 0 + 1 20.0 20.0 + 0.0 + 0.0 + 0.0 + 0.0 + 4 Insane @@ -372,6 +442,7 @@ 60 200 12 + 24 10 1 8000 @@ -385,6 +456,7 @@ 2 1 8 + 60 150 15 @@ -406,8 +478,8 @@ 25 1 1 - 0 - 0 + 1 + 1 4 4 @@ -417,6 +489,10 @@ 1 1 + 10 + 0 + 0 + 1 1 0 1 @@ -424,8 +500,14 @@ 1 1 1 + 2 50.0 - 50.0 + 50.0 + 0.0 + 0.0 + 0.0 + 0.0 + \ No newline at end of file diff --git a/Data-AIM/TableData/Disease.xml b/Data-AIM/TableData/Disease.xml index 5208c9c..3166773 100644 --- a/Data-AIM/TableData/Disease.xml +++ b/Data-AIM/TableData/Disease.xml @@ -11,7 +11,7 @@ 0.5 0.25 2 - 5 + 4 10 20 0 @@ -28,6 +28,7 @@ 0 0 1 + 0 0 0 0 @@ -40,12 +41,13 @@ 1 0 0 + 1.0 1 Typhoid |T|y|p|h|o|i|d - Typhoid fever is a common worldwide bacterial disease transmitted by the ingestion of food or water contaminated with the feces of an infected person. Symptoms include internal bleeding, dehydration and delirium. + Typhoid fever is a common worldwide bacterial disease transmitted by the ingestion of food or water contaminated with the feces of an infected person. Symptoms include internal bleeding, dehydration, and delirium. 100 200 1000 @@ -70,6 +72,7 @@ 0 0 1 + 0 0 0 0 @@ -82,6 +85,7 @@ 0 400 0 + 1.0 2 @@ -112,6 +116,7 @@ 0 0 0 + 0 0 -10 0 @@ -124,6 +129,7 @@ 0 200 200 + 1.0 3 @@ -140,7 +146,7 @@ 0 5 20 - 30 + 40 0 0 0 @@ -154,24 +160,26 @@ 0 0 0 + 0 0 - -20 + -30 0 0 0 -5 0 -6 - -200 + -150 0 0 0 + 1.0 4 Tubercolosis |T|u|b|e|r|c|o|l|o|s|i|s - Tuberculosisis a common, and in many cases fatal, infectious disease. It is spread through the air. About one in ten latent infections eventually progresses to active disease which, if left untreated, kills more than 50% of those so infected. + Tuberculosis is a common, and in many cases fatal, infectious disease. It is spread through the air. About one in ten latent infections eventually progresses to active disease which, if left untreated, kills more than 50% of those so infected. 100 200 800 @@ -196,6 +204,7 @@ 0 0 1 + 0 0 0 -7 @@ -208,6 +217,7 @@ 0 0 0 + 1.0 5 @@ -238,6 +248,7 @@ 0 0 1 + 0 0 0 0 @@ -250,12 +261,14 @@ 0 400 200 + 1.0 + 6 Ebola |E|b|o|l|a - A deadly virus with no known treatment, Ebola has a an unusually high lethality rate of over 50%%. Symptoms include nausea, vomiting, diarrhea and internal bleeding. + A deadly virus with no known treatment, Ebola has an unusually high lethality rate of over 50%. Symptoms include nausea, vomiting, diarrhea, and internal bleeding. 150 300 360 @@ -263,9 +276,9 @@ 0 0 0 - 6 - 0.7 - 12 + 0 + 0 + 0 0 0 0 @@ -280,6 +293,7 @@ 0 0 1 + 0 0 0 0 @@ -292,6 +306,7 @@ 0 900 0 + 1.0 7 @@ -322,6 +337,7 @@ 0 0 1 + 0 -10 0 0 @@ -334,6 +350,7 @@ 1 0 0 + 1.0 8 @@ -364,6 +381,7 @@ 1 0 1 + 0 0 0 0 @@ -376,6 +394,7 @@ 2 100 100 + 1.0 9 @@ -406,6 +425,7 @@ 0 0 0 + 0 -5 -5 0 @@ -418,6 +438,7 @@ 0 0 0 + 1.0 10 @@ -448,6 +469,7 @@ 1 1 0 + 0 0 0 0 @@ -460,6 +482,7 @@ 0 0 0 + 0.95 11 @@ -482,7 +505,7 @@ 0 0 50 - 10 + 40 0 0 0 @@ -490,6 +513,7 @@ 0 1 0 + 1 0 0 0 @@ -502,6 +526,7 @@ 1 0 0 + 0.9 12 @@ -510,7 +535,7 @@ The human musculoskeletal system is complicated. Your leg received a critical wound, and while it heals, your mobility is affected. 200 100 - 200 + 500 -2 0 0 @@ -532,18 +557,20 @@ 1 1 0 - -20 + 0 + -50 0 0 0 0 0 0 - -5 - -10 + -10 + -30 0 0 0 + 1.0 13 @@ -574,6 +601,7 @@ 1 1 0 + 0 0 -20 0 @@ -586,12 +614,13 @@ 0 0 0 + 1.0 14 Wounded biceps |W|o|u|n|d|e|d |b|i|c|e|p|s - A painful shot to your torso has you gasping for air. You'll have to cut back in the next days. + A painful shot to your torso has you gasping for air. You'll have to cut back for the next days. 200 100 200 @@ -616,6 +645,7 @@ 1 1 0 + 0 0 0 -20 @@ -628,8 +658,10 @@ 0 0 0 + 1.0 + 15 Drug Addiction |D|r|u|g |A|d|d|i|c|t|i|o|n @@ -658,6 +690,7 @@ 1 1 1 + 0 -20 -40 -20 @@ -701,6 +734,7 @@ 1 1 0 + 0 -20 0 0 @@ -745,6 +779,7 @@ 1 1 0 + 0 0 0 0 diff --git a/Data-AIM/TableData/Drugs.xml b/Data-AIM/TableData/Drugs.xml deleted file mode 100644 index 7491a31..0000000 --- a/Data-AIM/TableData/Drugs.xml +++ /dev/null @@ -1,223 +0,0 @@ - - - - 0 - None - 0 - 0 - 0 - 0 - 0 - 0 - - - 1 - Adrenaline - 4 - 2 - 15 - 20 - 2 - 1 - - - 2 - Alcohol - 2 - 2 - 8 - 10 - 1 - 1 - - - 3 - Regeneration - 0 - 0 - 0 - 0 - 0 - 0 - - - 4 - Resistance - 13 - 1 - 25 - 20 - 1 - 0 - - - 5 - Strength - 25 - 1 - 50 - 10 - 1 - 1 - - - 6 - Agility - 25 - 1 - 50 - 10 - 1 - 1 - - - 7 - Dexterity - 25 - 1 - 50 - 10 - 1 - 1 - - - 8 - Wisdom - 25 - 1 - 50 - 10 - 1 - 1 - - - 9 - Perception - 25 - 1 - 100 - 0 - 0 - 0 - - - 10 - Psychosis - 1 - 1 - 120 - 120 - 1 - 0 - - - 11 - Nervousness - 1 - 1 - 120 - 120 - 1 - 0 - - - 12 - Claustrophobia - 1 - 1 - 120 - 120 - 1 - 0 - - - 13 - Heat Intolerant - 1 - 1 - 120 - 120 - 1 - 0 - - - 14 - Fear of Insects - 1 - 1 - 120 - 120 - 1 - 0 - - - 15 - Forgetfulness - 1 - 1 - 120 - 120 - 1 - 0 - - - 16 - Blindness - 1 - 1 - 5 - 8 - 1 - 0 - - - 17 - Unconsciousness - 25 - 1 - 50 - 11 - 1 - 0 - - - 18 - Vision - 1 - 1 - 5 - 7 - 1 - 0 - - - 19 - Tunnel Vision - 1 - 1 - 5 - 7 - 1 - 0 - - - 20 - Cyanide - 1 - 1 - 2 - 100 - 1 - 0 - - - 21 - Antidote - 1 - 1 - 25 - 0 - 0 - 1 - - \ No newline at end of file diff --git a/Data-AIM/TableData/Email/EmailMercAvailable.xml b/Data-AIM/TableData/Email/EmailMercAvailable.xml index d447c21..79293c6 100644 --- a/Data-AIM/TableData/Email/EmailMercAvailable.xml +++ b/Data-AIM/TableData/Email/EmailMercAvailable.xml @@ -1,4 +1,4 @@ - - - - 0 - FW from AIM Server: Message from Barry Unger - Hello. This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± - - - - 1 - FW from AIM Server: Message from Keith Hanson - Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± - - - - 2 - FW from AIM Server: Message from Rudy Roberts - Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± - - - - 3 - FW from AIM Server: Message from Steve Bornell - Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± - - - - 4 - FW from AIM Server: Message from Victoria Waters - Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± - - - - 5 - FW from AIM Server: Message from Trevor Colby - G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± - - - - 6 - FW from AIM Server: Message from Helmut Grunther - Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± - - - - 7 - FW from AIM Server: Message from Ivan Dolvich - Hello. I am house now. ± - - - - 8 - FW from AIM Server: Message from Bobby Gontarski - This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± - - - - 9 - FW from AIM Server: Message from Igor Dolvich - Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± - - - - 10 - FW from AIM Server: ???d?? ??????? - >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± - - - - 11 - FW from AIM Server: Message from Ernie Spragg - Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± - - - - 12 - FW from AIM Server: Message from Carl Simmons - You left a message. Looks like we might have something to talk about. You know where to find me. ± - - - - 13 - FW from AIM Server: Message from Fidel Dahan - Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± - - - - 14 - FW from AIM Server: Message from Cynthia Guzzman - Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± - - - - 15 - FW from AIM Server: Message from Sidney Nettleson - Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± - - - - 16 - FW from AIM Server: Message from Gus Tarballs - Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± - - - - 17 - FW from AIM Server: Message from Monica Sonderguaad - Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± - - - - 18 - FW from AIM Server: Message from Ice Williams - This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± - - - - 19 - FW from AIM Server: Message from Dr. Donna Houston - Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± - - - - 20 - FW from AIM Server: Message from Dr. Clifford Highball - Dr. Clifford Highball is now available. ± - - - - 21 - FW from AIM Server: Message from John Peters - I'm back. ± ± Bull. ± - - - - 22 - FW from AIM Server: Message from Frank Hennessy - Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± - - - - 23 - FW from AIM Server: Message from Louisa Garneau - If you need something shot, give me a call. Otherwise, I'm not interested. ± - - - - 24 - FW from AIM Server: Message from Ron Higgens - Ron Higgens here. Got your message. ± - - - - 25 - FW from AIM Server: Message from Charlene Higgens - Hi. This is Charlene. Should be here for a while, unless something else comes up. ± - - - - 26 - FW from AIM Server: Message from Kirk Stevenson - You wanted to yak? I'm in. ± - - - - 27 - FW from AIM Server: Message from Corp. Len Anderson - Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± - - - - 28 - FW from AIM Server: Message from Dr. Daniel Quinten - Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± - - - - 29 - FW from AIM Server: Message from Earl Walker - I'm in. You want to talk? You know where to find me. ± - - - - 30 - FW from AIM Server: Message from Stephen Rothman - Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± - - - - 31 - FW from AIM Server: Message from Robert James Sullivan - Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± - - - - 32 - FW from AIM Server: Message from J.P. Viau - Malice is in the office. I am standing by. ± - - - - 33 - FW from AIM Server: Message from Dr. Q. Huaong - Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± - - - - 34 - FW from AIM Server: Message from Edgar Smorth - Got it. You want it? Come get it. ± - - - - 35 - FW from AIM Server: Message from Thor Kaufman - Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± - - - - 36 - FW from AIM Server: Message from Sheila Sterling - Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± - - - - 37 - FW from AIM Server: Message from Peter Sanderson - You rang? I was in the john. Call me back. ± - - - - 38 - FW from AIM Server: Message from Dr. Michael Dawson - Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± - - - - 39 - FW from AIM Server: Message from Norma Jessop - Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± - - - 40 - Subject : None - Message : None - - - 41 - Subject : None - Message : None - - - 42 - Subject : None - Message : None - - - 43 - Subject : None - Message : None - - - 44 - Subject : None - Message : None - - - 45 - Subject : None - Message : None - - - 46 - Subject : None - Message : None - - - 47 - Subject : None - Message : None - - - 48 - Subject : None - Message : None - - - 49 - Subject : None - Message : None - - - 50 - Subject : None - Message : None - - - 51 - Subject : None - Message : None - - - 52 - Subject : None - Message : None - - - 53 - Subject : None - Message : None - - - 54 - Subject : None - Message : None - - - 55 - Subject : None - Message : None - - - 56 - Subject : None - Message : None - - - 57 - Subject : None - Message : None - - - 58 - Subject : None - Message : None - - - 59 - Subject : None - Message : None - - - 60 - Subject : None - Message : None - - - 61 - Subject : None - Message : None - 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- - 109 - Subject : None - Message : None - - - 110 - Subject : None - Message : None - - - 111 - Subject : None - Message : None - - - 112 - Subject : None - Message : None - - - 113 - Subject : None - Message : None - - - 114 - Subject : None - Message : None - - - 115 - Subject : None - Message : None - - - 116 - Subject : None - Message : None - - - 117 - Subject : None - Message : None - - - 118 - Subject : None - Message : None - - - 119 - Subject : None - Message : None - - - 120 - Subject : None - Message : None - - - 121 - Subject : None - Message : None - - - 122 - Subject : None - Message : None - - - 123 - Subject : None - Message : None - - - 124 - Subject : None - Message : None - - - 125 - Subject : None - Message : None - - - 126 - Subject : None - Message : None - - - 127 - Subject : None - Message : None - - - 128 - Subject : None - Message : None - - - 129 - Subject : None - Message : None - - - 130 - Subject : None - Message : None - - - 131 - Subject : None - Message : None - - - 132 - Subject : None - Message : None - - - 133 - Subject : None - Message : None - - - 134 - Subject : None - Message : None - - - 135 - Subject : None - Message : None - - - 136 - Subject : None - Message : None - - - 137 - Subject : None - Message : None - - - 138 - Subject : None - Message : None - - - 139 - Subject : None - Message : None - - - 140 - Subject : None - Message : None - - - 141 - Subject : None - Message : None - - - 142 - Subject : None - Message : None - - - 143 - Subject : None - Message : None - - - 144 - Subject : None - Message : None - - - 145 - Subject : None - Message : None - - - 146 - Subject : None - Message : None - - - 147 - Subject : None - Message : None - - - 148 - Subject : None - Message : None - - - 149 - Subject : None - Message : None - - - 150 - Subject : None - Message : None - - - 151 - Subject : None - Message : None - - - 152 - Subject : None - Message : None - - - 153 - Subject : None - Message : None - - - 154 - Subject : None - Message : None - - - 155 - Subject : None - Message : None - - - 156 - Subject : None - Message : None - - - 157 - Subject : None - Message : None - - - 158 - Subject : None - Message : None - - - 159 - Subject : None - Message : None - - - 160 - Subject : None - Message : None - - - 161 - Subject : None - Message : None - - - 162 - Subject : None - Message : None - - - 163 - Subject : None - Message : None - - - 164 - Subject : None - Message : None - - - 165 - Subject : None - Message : None - - - 166 - Subject : None - Message : None - - - 167 - Subject : None - Message : None - - - 168 - Subject : None - Message : None - - - 169 - Subject : None - Message : None - - - - 170 - FW from AIM Server: Message from Victor Kolesnikov - Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± - - - - 171 - FW from AIM Server: Message from Janno Allik - Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± - - - - 172 - FW from AIM Server: Message from Lennart Vilde - Lennart Vilde now available! ± - - - - 173 - FW from AIM Server: Message from Henning von Branitz - Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± - - - - 174 - FW from AIM Server: Message from Luc Fabre - Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± - - - - 175 - FW from AIM Server: Message from Dr. Laura Colin - Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± - - - - 176 - FW from AIM Server: Message from Graziella Girelli - You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± - - - - 177 - FW from AIM Server: Message from Rudolf Steiger - Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± - - - 178 - Subject : None - Message : None - - - 179 - Subject : None - Message : None - - - 180 - Subject : None - Message : None - - - 181 - Subject : None - Message : None - - - 182 - Subject : None - Message : None - - - 183 - Subject : None - Message : None - - - 184 - Subject : None - Message : None - - - 185 - Subject : None - Message : None - - - 186 - Subject : None - Message : None - - - 187 - Subject : None - Message : None - - - 188 - Subject : None - Message : None - - - 189 - Subject : None - Message : None - - - 190 - Subject : None - Message : None - - - 191 - Subject : None - Message : None - - - 192 - Subject : None - Message : None - - - 193 - Subject : None - Message : None - - - 194 - Subject : None - Message : None - - - 195 - Subject : None - Message : None - - - 196 - Subject : None - Message : None - - - 197 - Subject : None - Message : None - - - 198 - Subject : None - Message : None - - - 199 - Subject : None - Message : None - - - 200 - Subject : None - Message : None - - - 201 - Subject : None - Message : None - - - 202 - Subject : None - Message : None - - - 203 - Subject : None - Message : None - - - 204 - Subject : None - Message : None - - - 205 - Subject : None - Message : None - - - 206 - Subject : None - Message : None - - - 207 - Subject : None - Message : None - - - 208 - Subject : None - Message : None - - - 209 - Subject : None - Message : None - - - 210 - Subject : None - Message : None - - - 211 - Subject : None - Message : None - - - 212 - Subject : None - Message : None - - - 213 - Subject : None - Message : None - - - 214 - Subject : None - Message : None - - - 215 - Subject : None - Message : None - - - 216 - Subject : None - Message : None - - - 217 - Subject : None - Message : None - - - 218 - Subject : None - Message : None - - - 219 - Subject : None - Message : None - - - 220 - Subject : None - Message : None - - - 221 - Subject : None - Message : None - - - 222 - Subject : None - Message : None - - - 223 - Subject : None - Message : None - - - 224 - Subject : None - Message : None - - - 225 - Subject : None - Message : None - - - 226 - Subject : None - Message : None - - - 227 - Subject : None - Message : None - - - 228 - Subject : None - Message : None - - - 229 - Subject : None - Message : None - - - 230 - Subject : FW from AIM Server: Message from Glen Hatchet - Message : TODO! - - - 231 - Subject : FW from AIM Server: Message from Johnny Edwards - Message : TODO! - - - 232 - Subject : FW from AIM Server: Message from Alan Webster - Message : TODO! - - - 233 - Subject : FW from AIM Server: Message from Maj. Spike Scallion - Message : TODO! - - - 234 - Subject : FW from AIM Server: Message from Jimmy Upton - Message : TODO! - - - 235 - Subject : FW from AIM Server: Message from Timothy Jenkins - Message : TODO! - - - 236 - Subject : FW from AIM Server: Message from Capt. Bob Adams - Message : TODO! - - - 237 - Subject : FW from AIM Server: Message from Col. Leo Kelly - Message : TODO! - - - 238 - Subject : FW from AIM Server: Message from Vincenzo Massimo - Message : TODO! - - - 239 - Subject : FW from AIM Server: Message from Marty Moffat - Message : TODO! - - - 240 - Subject : FW from AIM Server: Message from Lt. Bud Hellar - Message : TODO! - - - 241 - Subject : FW from AIM Server: Message from Russel Hunter - Message : TODO! - - - 242 - Subject : FW from AIM Server: Message from Dr. Mark Kranhuim - Message : TODO! - - - 243 - Subject : FW from AIM Server: Message from Patrick Phillips - Message : TODO! - - - 244 - Subject : None - Message : None - - - 245 - Subject : None - Message : None - - - 246 - Subject : None - Message : None - - - 247 - Subject : None - Message : None - - - 248 - Subject : None - Message : None - - - 249 - Subject : None - Message : None - - - 250 - Subject : None - Message : None - - - 251 - Subject : None - Message : None - - - 252 - Subject : None - Message : None - - - 253 - Subject : None - Message : None - - - 254 - Subject : None - Message : None - + + + 0 + FW from AIM Server: Message from Barry Unger + Hello. This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± + + + + 1 + FW from AIM Server: Message from Keith Hanson + Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± + + + + 2 + FW from AIM Server: Message from Rudy Roberts + Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± + + + + 3 + FW from AIM Server: Message from Steve Bornell + Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± + + + + 4 + FW from AIM Server: Message from Victoria Waters + Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± + + + + 5 + FW from AIM Server: Message from Trevor Colby + G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± + + + + 6 + FW from AIM Server: Message from Helmut Grunther + Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± + + + + 7 + FW from AIM Server: Message from Ivan Dolvich + Hello. I am house now. ± + + + + 8 + FW from AIM Server: Message from Bobby Gontarski + This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± + + + + 9 + FW from AIM Server: Message from Igor Dolvich + Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± + + + + 10 + FW from AIM Server: [MVdMZ ]VSVW_V + >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± + + + + 11 + FW from AIM Server: Message from Ernie Spragg + Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± + + + + 12 + FW from AIM Server: Message from Carl Simmons + You left a message. Looks like we might have something to talk about. You know where to find me. ± + + + + 13 + FW from AIM Server: Message from Fidel Dahan + Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± + + + + 14 + FW from AIM Server: Message from Cynthia Guzzman + Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± + + + + 15 + FW from AIM Server: Message from Sidney Nettleson + Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± + + + + 16 + FW from AIM Server: Message from Gus Tarballs + Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± + + + + 17 + FW from AIM Server: Message from Monica Sonderguaad + Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± + + + + 18 + FW from AIM Server: Message from Ice Williams + This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± + + + + 19 + FW from AIM Server: Message from Dr. Donna Houston + Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± + + + + 20 + FW from AIM Server: Message from Dr. Clifford Highball + Dr. Clifford Highball is now available. ± + + + + 21 + FW from AIM Server: Message from John Peters + I'm back. ± ± Bull. ± + + + + 22 + FW from AIM Server: Message from Frank Hennessy + Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± + + + + 23 + FW from AIM Server: Message from Louisa Garneau + If you need something shot, give me a call. Otherwise, I'm not interested. ± + + + + 24 + FW from AIM Server: Message from Ron Higgens + Ron Higgens here. Got your message. ± + + + + 25 + FW from AIM Server: Message from Charlene Higgens + Hi. This is Charlene. Should be here for a while, unless something else comes up. ± + + + + 26 + FW from AIM Server: Message from Kirk Stevenson + You wanted to yak? I'm in. ± + + + + 27 + FW from AIM Server: Message from Corp. Len Anderson + Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± + + + + 28 + FW from AIM Server: Message from Dr. Daniel Quinten + Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± + + + + 29 + FW from AIM Server: Message from Earl Walker + I'm in. You want to talk? You know where to find me. ± + + + + 30 + FW from AIM Server: Message from Stephen Rothman + Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± + + + + 31 + FW from AIM Server: Message from Robert James Sullivan + Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± + + + + 32 + FW from AIM Server: Message from J.P. Viau + Malice is in the office. I am standing by. ± + + + + 33 + FW from AIM Server: Message from Dr. Q. Huaong + Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± + + + + 34 + FW from AIM Server: Message from Edgar Smorth + Got it. You want it? Come get it. ± + + + + 35 + FW from AIM Server: Message from Thor Kaufman + Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± + + + + 36 + FW from AIM Server: Message from Sheila Sterling + Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± + + + + 37 + FW from AIM Server: Message from Peter Sanderson + You rang? I was in the john. Call me back. ± + + + + 38 + FW from AIM Server: Message from Dr. Michael Dawson + Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± + + + + 39 + FW from AIM Server: Message from Norma Jessop + Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 61 + Subject : None + 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None + + + 108 + Subject : None + Message : None + + + 109 + Subject : None + Message : None + + + 110 + Subject : None + Message : None + + + 111 + Subject : None + Message : None + + + 112 + Subject : None + Message : None + + + 113 + Subject : None + Message : None + + + 114 + Subject : None + Message : None + + + 115 + Subject : None + Message : None + + + 116 + Subject : None + Message : None + + + 117 + Subject : None + Message : None + + + 118 + Subject : None + Message : None + + + 119 + Subject : None + Message : None + + + 120 + Subject : None + Message : None + + + 121 + Subject : None + Message : None + + + 122 + Subject : None + Message : None + + + 123 + Subject : None + Message : None + + + 124 + Subject : None + Message : None + + + 125 + Subject : None + Message : None + + + 126 + Subject : None + Message : None + + + 127 + Subject : None + Message : None + + + 128 + Subject : None + Message : None + + + 129 + Subject : None + Message : None + + + 130 + Subject : None + Message : None + + + 131 + Subject : None + Message : None + + + 132 + Subject : None + Message : None + + + 133 + Subject : None + Message : None + + + 134 + Subject : None + Message : None + + + 135 + Subject : None + Message : None + + + 136 + Subject : None + Message : None + + + 137 + Subject : None + Message : None + + + 138 + Subject : None + Message : None + + + 139 + Subject : None + Message : None + + + 140 + Subject : None + Message : None + + + 141 + Subject : None + Message : None + + + 142 + Subject : None + Message : None + + + 143 + Subject : None + Message : None + + + 144 + Subject : None + Message : None + + + 145 + Subject : None + Message : None + + + 146 + Subject : None + Message : None + + + 147 + Subject : None + Message : None + + + 148 + Subject : None + Message : None + + + 149 + Subject : None + Message : None + + + 150 + Subject : None + Message : None + + + 151 + Subject : None + Message : None + + + 152 + Subject : None + Message : None + + + 153 + Subject : None + Message : None + + + 154 + Subject : None + Message : None + + + 155 + Subject : None + Message : None + + + 156 + Subject : None + Message : None + + + 157 + Subject : None + Message : None + + + 158 + Subject : None + Message : None + + + 159 + Subject : None + Message : None + + + 160 + Subject : None + Message : None + + + 161 + Subject : None + Message : None + + + 162 + Subject : None + Message : None + + + 163 + Subject : None + Message : None + + + 164 + Subject : None + Message : None + + + 165 + Subject : None + Message : None + + + 166 + Subject : None + Message : None + + + 167 + Subject : None + Message : None + + + 168 + Subject : None + Message : None + + + 169 + Subject : None + Message : None + + + + 170 + FW from AIM Server: Message from Victor Kolesnikov + Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± + + + + 171 + FW from AIM Server: Message from Janno Allik + Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± + + + + 172 + FW from AIM Server: Message from Lennart Vilde + Lennart Vilde now available! ± + + + + 173 + FW from AIM Server: Message from Henning von Branitz + Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± + + + + 174 + FW from AIM Server: Message from Luc Fabre + Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± + + + + 175 + FW from AIM Server: Message from Dr. Laura Colin + Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± + + + + 176 + FW from AIM Server: Message from Graziella Girelli + You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± + + + + 177 + FW from AIM Server: Message from Rudolf Steiger + Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + + 186 + FW from AIM Server: Message from Dr. Mitch Shudlem + I've just returned from my previous assignment, and I'm now available to negotiate employment with you. Word of advice - if you're looking for a bargain, you're wasting your time. ± ± Forget the rest, go with the best! ± Dr. Mitch Shudlem ± + + + + 187 + FW from AIM Server: Message from Howard Melfield + Hello, lad! I've just got your message. If you're still interested, contact me through our website. ± ± Howard Melfield ± Director of A.I.M. Health and Safety department ± Head of A.I.M Christmas Party Commitee ± + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + + 198 + Subject : None + Message : None + + + 199 + Subject : None + Message : None + + + 200 + Subject : None + Message : None + + + 201 + Subject : None + Message : None + + + 202 + Subject : None + Message : None + + + 203 + Subject : None + Message : None + + + 204 + Subject : None + Message : None + + + 205 + Subject : None + Message : None + + + 206 + Subject : None + Message : None + + + 207 + Subject : None + Message : None + + + 208 + Subject : None + Message : None + + + 209 + Subject : None + Message : None + + + 210 + Subject : None + Message : None + + + 211 + Subject : None + Message : None + + + 212 + Subject : None + Message : None + + + 213 + Subject : None + Message : None + + + 214 + Subject : None + Message : None + + + 215 + Subject : None + Message : None + + + 216 + Subject : None + Message : None + + + 217 + Subject : None + Message : None + + + 218 + Subject : None + Message : None + + + 219 + Subject : None + Message : None + + + 220 + Subject : None + Message : None + + + 221 + Subject : None + Message : None + + + 222 + Subject : None + Message : None + + + + 223 + FW from AIM Server: Message from Gary Roachburn + Hi, I'm free at the moment. ± ± Contact me. ± + + + 224 + Subject : None + Message : None + + + 225 + Subject : None + Message : None + + + 226 + Subject : None + Message : None + + + 227 + Subject : None + Message : None + + + + 228 + FW from AIM Server: Message from Dr. Ahmad Koolhan + Dr. Koolhan here. I just returned from a mission in Libya. ± ± You can contact me on AIM. ± + + + 229 + Subject : None + Message : None + + + + 230 + FW from AIM Server: Message from Glen Hatchet + Here, the King of DIY. You need me? ± ± Hell, you know where to find me. ± Boss ± + + + + 231 + FW from AIM Server: Message from Johnny Edwards + Hi, I finished my internship in Guyana. ± ± Call me. ± + + + + 232 + FW from AIM Server: Message from Alan Webster + Hello, I just listened to your message. ± ± If you still want me... I'm up for it! ± + + + + 233 + FW from AIM Server: Message from Maj. Spike Scallion + Major Scallion, I await your call, boy! ± + + + + 234 + FW from AIM Server: Message from Jimmy Upton + OK, I am willing to work for you. ± ± But I have to know my destination... Because I cannot go in certain countries. ± Good day. ± + + + + 235 + FW from AIM Server: Message from Timothy Jenkins + Hi, if you need a good marksman. ± ± Feel free to contact me. ± Greets. ± + + + + 236 + FW from AIM Server: Message from Capt. Bob Adams + Hello, you have a mission for me? ± ± Contact me to give me more details. ± Cpt. Adams ± + + + + 237 + FW from AIM Server: Message from Col. Leo Kelly + Colonel Kelly here, I'd be happy to help you in your mission. My gear is for work. ± Col. Kelly ± + + + + 238 + FW from AIM Server: Message from Vincenzo Massimo + Ciao, I have received your message. ± ± If you have a contract for me... I's free now. ± Arrivederci. ± + + + + 239 + FW from AIM Server: Message from Marty Moffat + Hi boss, I'm back on AIM. ± ± Badaboum. ± + + + + 240 + FW from AIM Server: Message from Lt. Bud Hellar + Hello sir, I would be delighted to work for you. ± ± You can contact me at any time. ± Respectfully yours, ± Lt. Hellar ± + + + + 241 + FW from AIM Server: Message from Russel Hunter + I received your message. I am an explosives expert and a pro at night operations. ± ± See you soon on the net. ± Russel Hunter. ± + + + + 242 + FW from AIM Server: Message from Dr. Mark Kranhuim + Sir, it is a pleasure for me receiving your message. ± ± My handicap is compensated with my knowledge in medicine. ± ± You know my address and phone number. ± ± Best regards, ± Dr. Kranhium ± + + + + 243 + FW from AIM Server: Message from Patrick Phillips + Hi, I'm on the AIM site. ± ± I'm waiting... But do not delay, because patience is not one of my virtues. ± ± Regards, ± Artiste ± + + + 244 + Subject : None + Message : None + + + + 245 + FW from AIM Server: Message from Anita Backman + Hello! *silence* I am ready to join you... ± ± **long silence** ± ± Yours Faithfully, ± Anita *** very long silence *** ± + + + + 246 + FW from AIM Server: Message from Hector Alvarez + Hello, thank you for giving me a chance to prove what I'm worth. I am very impatient... ± ± Call me when you want. ± ± Respectfully, ± Hector ± + + + 247 + Subject : None + Message : None + + + + 248 + FW from AIM Server: Message from Dr. Margaret Trammel + Hello, I received your message. ± ± I like action, but not the sweet talkers. If you seek an adventure with me... Forget me! ± Dr. Trammel ± + + + 249 + Subject : None + Message : None + + + + 250 + FW from AIM Server: Message from Murray Ebstern + What is this regarding? ± ± Oh yes, don't listen to those rumors on my memory and my state health. ± ± I'm in shape and ready to conquer the world... I joke, junior. ± ± In any case, you will not be disappointed if you hire me. ± ± Best regard, ± Moses ± + + + + 251 + FW from AIM Server: Message from Lesley Petersen + I saw that you tried to contact me, eh. ± ± If you look for an expert on explosives, I am connected to the AIM, eh. ± Smoke ± + + + 252 + Subject : None + Message : None + + + 253 + Subject : None + Message : None + + + 254 + Subject : None + Message : None + \ No newline at end of file diff --git a/Data-AIM/TableData/Email/EmailMercLevelUp.xml b/Data-AIM/TableData/Email/EmailMercLevelUp.xml index c27e959..a390832 100644 --- a/Data-AIM/TableData/Email/EmailMercLevelUp.xml +++ b/Data-AIM/TableData/Email/EmailMercLevelUp.xml @@ -5,1301 +5,1318 @@ when Speck sends us the mail, when the salary of a M.E.R.C merc increases. uiIndex: This represents the merc index from MercProfiles.xml (Prof.dat) Subject: The email subject -Message: The email message boy +Message: The email message body --> 0 - Subject : None + Subject: None Message : None 1 - Subject : None + Subject: None Message : None 2 - Subject : None + Subject: None Message : None 3 - Subject : None + Subject: None Message : None 4 - Subject : None + Subject: None Message : None 5 - Subject : None + Subject: None Message : None 6 - Subject : None + Subject: None Message : None 7 - Subject : None + Subject: None Message : None 8 - Subject : None + Subject: None Message : None 9 - Subject : None + Subject: None Message : None 10 - Subject : None + Subject: None Message : None 11 - Subject : None + Subject: None Message : None 12 - Subject : None + Subject: None Message : None 13 - Subject : None + Subject: None Message : None 14 - Subject : None + Subject: None Message : None 15 - Subject : None + Subject: None Message : None 16 - Subject : None + Subject: None Message : None 17 - Subject : None + Subject: None Message : None 18 - Subject : None + Subject: None Message : None 19 - Subject : None + Subject: None Message : None 20 - Subject : None + Subject: None Message : None 21 - Subject : None + Subject: None Message : None 22 - Subject : None + Subject: None Message : None 23 - Subject : None + Subject: None Message : None 24 - Subject : None + Subject: None Message : None 25 - Subject : None + Subject: None Message : None 26 - Subject : None + Subject: None Message : None 27 - Subject : None + Subject: None Message : None 28 - Subject : None + Subject: None Message : None 29 - Subject : None + Subject: None Message : None 30 - Subject : None + Subject: None Message : None 31 - Subject : None + Subject: None Message : None 32 - Subject : None + Subject: None Message : None 33 - Subject : None + Subject: None Message : None 34 - Subject : None + Subject: None Message : None 35 - Subject : None + Subject: None Message : None 36 - Subject : None + Subject: None Message : None 37 - Subject : None + Subject: None Message : None 38 - Subject : None + Subject: None Message : None 39 - Subject : None + Subject: None Message : None 40 Notice of Fee Increase - Hereby be informed that due to Biff's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± + Hereby be informed that, due to Biff's increasing performance, his fee for his services has increased as well. Personally, I'm not surprised of his professionalism. ± ± Speck T. Kline ± 41 Notice of Fee Increase - This notice is to inform you that due to Haywire's exemplary performance his fees have been revised. Effective immediately there will be an increase to his salary. ± ± Speck T. Kline ± + This notice is to inform you that, due to Haywire's exemplary performance, his fee have been revised. Effective immediately there will be an increase in his salary. ± ± Speck T. Kline ± 42 Notice of Fee Increase - Please be advised that, as of this moment, Gasket's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± + Please be advised that, as of this moment, Gasket's fee for his services has increased, to coincide with the increase in his abilities. ± ± Speck T. Kline ± 43 Notice of Fee Increase - Please be advised that Razor's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± + Please be advised that Razor's experience entitles him to a more equitable compensation. His fee has therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± 44 Notice of Fee Increase - Please consider yourself advised that Flo's improvement in the field merits an improvement in her compensation. ± ± Speck T. Kline ± + Please consider yourself advised that Flo's improvement in the field merits an increase in her compensation. ± ± Speck T. Kline ± 45 Notice of Fee Increase - Please take note. Due to the improved performance of Gumpy his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± + Please take note. Due to the improving performance of Gumpy, his fee for his services has undergone an increase. ± ± Speck T. Kline ± 46 Notice of Fee Increase - Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + Please be advised, in consideration of Larry's dedication and increasing experience, his daily fee has been increased. ± ± Speck T. Kline ± 47 Notice of Fee Increase - Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + Please be advised, in consideration of Larry's dedication and increasing experience, his daily fee has been increased. ± ± Speck T. Kline ± 48 Notice of Fee Increase - Please consider yourself notified that Cougar's exceptional service to date warrants an increase to his daily fee, effective immediately. ± ± Speck T. Kline ± + Please consider yourself notified that Cougar's exceptional service to date warrants an increased daily fee, effective immediately. ± ± Speck T. Kline ± 49 Notice of Fee Increase - Please consider this correspondance legal notice. Numb's daily fee has been increased to account for his improved performance. ± ± Speck T. Kline ± + Please consider this correspondence a legal notice. Numb's daily fee has been increased to account for his improved performance. ± ± Speck T. Kline ± 50 Notice of Fee Increase - This is a legal notice that Bubba's fees for services provided has been increased to properly reflect his abilities. ± ± Speck T. Kline ± + This is a legal notice that Bubba's fee for his services has been increased to properly reflect his abilities. ± ± Speck T. Kline ± 51 - Subject : None + Subject: None Message : None 52 - Subject : None + Subject: None Message : None 53 - Subject : None + Subject: None Message : None 54 - Subject : None + Subject: None Message : None 55 - Subject : None + Subject: None Message : None 56 - Subject : None + Subject: None Message : None 57 - Subject : None + Subject: None Message : None - + 58 - Subject : None + Subject: None Message : None - + 59 - Subject : None + Subject: None Message : None 60 - Subject : None + Subject: None Message : None 61 - Subject : None + Subject: None Message : None 62 - Subject : None + Subject: None Message : None 63 - Subject : None + Subject: None Message : None 64 - Subject : None + Subject: None Message : None 65 - Subject : None + Subject: None Message : None 66 - Subject : None + Subject: None Message : None 67 - Subject : None + Subject: None Message : None 68 - Subject : None + Subject: None Message : None 69 - Subject : None + Subject: None Message : None 70 - Subject : None + Subject: None Message : None 71 - Subject : None + Subject: None Message : None 72 - Subject : None + Subject: None Message : None 73 - Subject : None + Subject: None Message : None 74 - Subject : None + Subject: None Message : None 75 - Subject : None + Subject: None Message : None 76 - Subject : None + Subject: None Message : None 77 - Subject : None + Subject: None Message : None 78 - Subject : None + Subject: None Message : None 79 - Subject : None + Subject: None Message : None 80 - Subject : None + Subject: None Message : None 81 - Subject : None + Subject: None Message : None 82 - Subject : None + Subject: None Message : None 83 - Subject : None + Subject: None Message : None 84 - Subject : None + Subject: None Message : None 85 - Subject : None + Subject: None Message : None 86 - Subject : None + Subject: None Message : None 87 - Subject : None + Subject: None Message : None 88 - Subject : None + Subject: None Message : None 89 - Subject : None + Subject: None Message : None 90 - Subject : None + Subject: None Message : None 91 - Subject : None + Subject: None Message : None 92 - Subject : None + Subject: None Message : None 93 - Subject : None + Subject: None Message : None 94 - Subject : None + Subject: None Message : None 95 - Subject : None + Subject: None Message : None 96 - Subject : None + Subject: None Message : None 97 - Subject : None + Subject: None Message : None 98 - Subject : None + Subject: None Message : None 99 - Subject : None + Subject: None Message : None 100 - Subject : None + Subject: None Message : None 101 - Subject : None + Subject: None Message : None 102 - Subject : None + Subject: None Message : None 103 - Subject : None + Subject: None Message : None 104 - Subject : None + Subject: None Message : None 105 - Subject : None + Subject: None Message : None 106 - Subject : None + Subject: None Message : None 107 - Subject : None + Subject: None Message : None 108 - Subject : None + Subject: None Message : None 109 - Subject : None + Subject: None Message : None 110 - Subject : None + Subject: None Message : None 111 - Subject : None + Subject: None Message : None 112 - Subject : None + Subject: None Message : None 113 - Subject : None + Subject: None Message : None 114 - Subject : None + Subject: None Message : None 115 - Subject : None + Subject: None Message : None 116 - Subject : None + Subject: None Message : None 117 - Subject : None + Subject: None Message : None 118 - Subject : None + Subject: None Message : None 119 - Subject : None + Subject: None Message : None 120 - Subject : None + Subject: None Message : None 121 - Subject : None + Subject: None Message : None 122 - Subject : None + Subject: None Message : None 123 - Subject : None + Subject: None Message : None 124 - Subject : None + Subject: None Message : None 125 - Subject : None + Subject: None Message : None 126 - Subject : None + Subject: None Message : None 127 - Subject : None + Subject: None Message : None 128 - Subject : None + Subject: None Message : None 129 - Subject : None + Subject: None Message : None 130 - Subject : None + Subject: None Message : None 131 - Subject : None + Subject: None Message : None 132 - Subject : None + Subject: None Message : None 133 - Subject : None + Subject: None Message : None 134 - Subject : None + Subject: None Message : None 135 - Subject : None + Subject: None Message : None 136 - Subject : None + Subject: None Message : None 137 - Subject : None + Subject: None Message : None 138 - Subject : None + Subject: None Message : None 139 - Subject : None + Subject: None Message : None 140 - Subject : None + Subject: None Message : None 141 - Subject : None + Subject: None Message : None 142 - Subject : None + Subject: None Message : None 143 - Subject : None + Subject: None Message : None 144 - Subject : None + Subject: None Message : None 145 - Subject : None + Subject: None Message : None 146 - Subject : None + Subject: None Message : None 147 - Subject : None + Subject: None Message : None 148 - Subject : None + Subject: None Message : None 149 - Subject : None + Subject: None Message : None 150 - Subject : None + Subject: None Message : None 151 - Subject : None + Subject: None Message : None 152 - Subject : None + Subject: None Message : None 153 - Subject : None + Subject: None Message : None 154 - Subject : None + Subject: None Message : None 155 - Subject : None + Subject: None Message : None 156 - Subject : None + Subject: None Message : None 157 - Subject : None + Subject: None Message : None 158 - Subject : None + Subject: None Message : None 159 - Subject : None + Subject: None Message : None 160 - Subject : None + Subject: None Message : None 161 - Subject : None + Subject: None Message : None 162 - Subject : None + Subject: None Message : None 163 - Subject : None + Subject: None Message : None 164 - Subject : None + Subject: None Message : None 165 Notice of Fee Increase - Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± + Hereby be informed that, due to Gastons's improving performance, his fee for his services has undergone an increase. Personally, I'm not surprised of his professionalism. ± ± Speck T. Kline ± 166 Notice of Fee Increase - Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± + Please be advised that, as of this moment, Stogie's fee for his services has increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± 167 Notice of Fee Increase - Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± + Please be advised that Tex's experience entitles him to a more equitable compensation. His fee has therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± - + 168 Notice of Fee Increase - Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± + Please take note. Due to the improving performance of Biggins, his fee for his services has undergone an increase. ± ± Speck T. Kline ± 169 - Subject : None + Subject: None Message : None 170 - Subject : None + Subject: None Message : None 171 - Subject : None + Subject: None Message : None 172 - Subject : None + Subject: None Message : None 173 - Subject : None + Subject: None Message : None 174 - Subject : None + Subject: None Message : None 175 - Subject : None + Subject: None Message : None 176 - Subject : None + Subject: None Message : None 177 - Subject : None + Subject: None Message : None + 178 - Subject : None - Message : None + Notice of Fee Increase + Please take note. Due to the improving performance of Spooky, his fee for his services has been increased. ± ± Speck T. Kline ± + 179 - Subject : None - Message : None + Notice of Fee Increase + Please take note. Due to the improving performance of Skitz, his salary has been increased. ± ± Speck T. Kline ± + 180 - Subject : None - Message : None + Notice of Fee Increase + Please take note. Due to the improving performance of Weasel, his wage for his services has been increased. ± ± Speck T. Kline ± + 181 - Subject : None - Message : None + Notice of Fee Increase + Please take note. Improved performance of It entitles him to an increased salary. ± ± Speck T. Kline ± + 182 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Bernie's growing experience entitles him to a more equitable compensation. His wage for his services has been increased. ± ± Speck T. Kline ± + 183 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Pops' experience entitles him to a more equitable compensation. His wage for his services has been increased. ± ± Speck T. Kline ± + 184 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Wally's extraordinary battlefield experience requires a more equitable compensation. His wage for his services has been increased. ± ± Speck T. Kline ± + 185 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Eli's outstanding performance warrants an increase in salary. His wage has been increased. ± ± Speck T. Kline ± 186 - Subject : None + Subject: None Message : None 187 - Subject : None + Subject: None Message : None + 188 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Lance's progressively better performance on the battlefield deserves an increase in salary. ± ± Speck T. Kline ± + 189 - Subject : None - Message : None + Notice of Fee Increase + Please consider yourself informed that Dr. Leevon's exceptional service entitles him to a more equitable compensation. His wage has been increased. ± ± Speck T. Kline ± + 190 - Subject : None - Message : None + Notice of Fee Increase + Due to Wink's outstanding performance and massive gain in experience, his salary has been recalculated. ± ± Speck T. Kline ± + 191 - Subject : None - Message : None + Notice of Fee Increase + Due to my outstanding performance on the battlefield, I feel obliged to inform you that my salary has been increased. ± ± Speck T. Kline ± 192 - Subject : None + Subject: None Message : None 193 - Subject : None + Subject: None Message : None 194 - Subject : None + Subject: None Message : None + 195 - Subject : None - Message : None + Notice of Fee Increase + Due to John Kulba's outstanding performance and massive gain in experience, his salary has been recalculated. ± ± Speck T. Kline ± + 196 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Elio's progressively better performance on the battlefield deserves an increase in salary. ± ± Speck T. Kline ± + 197 - Subject : None - Message : None + Notice of Fee Increase + Please consider yourself informed that Juan's exceptional service entitles him to a more equitable compensation. His wage has been increased. ± ± Speck T. Kline ± + 198 - Subject : None - Message : None + Notice of Fee Increase + Please take note. Due to the improving performance of Wahan, his wage for his services has been increased. ± ± Speck T. Kline ± 199 - Subject : None + Subject: None Message : None 200 - Subject : None + Subject: None Message : None 201 - Subject : None + Subject: None Message : None 202 - Subject : None + Subject: None Message : None 203 - Subject : None + Subject: None Message : None 204 - Subject : None + Subject: None Message : None 205 - Subject : None + Subject: None Message : None 206 - Subject : None + Subject: None Message : None 207 - Subject : None + Subject: None Message : None 208 - Subject : None + Subject: None Message : None 209 - Subject : None + Subject: None Message : None 210 - Subject : None + Subject: None Message : None 211 - Subject : None + Subject: None Message : None 212 - Subject : None + Subject: None Message : None 213 - Subject : None + Subject: None Message : None 214 - Subject : None + Subject: None Message : None 215 - Subject : None + Subject: None Message : None 216 - Subject : None + Subject: None Message : None 217 - Subject : None + Subject: None Message : None 218 - Subject : None + Subject: None Message : None 219 - Subject : None + Subject: None Message : None 220 - Subject : Notice of Fee Increase - Message : TODO: Postie + Notice of Fee Increase + Please take note. As of this moment, Postie's fee for his services has increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± 221 - Subject : Notice of Fee Increase - Message : TODO: Reuban + Notice of Fee Increase + Please take note; due to improvement in Reuban's performance, his compensation for his services has undergone a revaluation. ± ± Speck T. Kline ± 222 - Subject : Notice of Fee Increase - Message : TODO: Leon + Notice of Fee Increase + Please take note; due to improvement in Leon's performance, his compensation for his services has undergone a revaluation. ± ± Speck T. Kline ± 223 - Subject : Notice of Fee Increase - Message : TODO: Gary + Notice of Fee Increase + Regarded client, due to Gary's personal improvement, his fee for his services has been re-estimated. ± ± Speck T. Kline ± 224 - Subject : Notice of Fee Increase - Message : TODO: Sparky + Notice of Fee Increase + Please take note of this notification. Due to Sparky's significantly improved performance, her salary has been increased. ± ± Speck T. Kline ± 225 - Subject : Notice of Fee Increase - Message : TODO: Beth + Notice of Fee Increase + Please consider yourself informed that Beth's improved performance entitles her to an increased wage. ± ± Speck T. Kline ± 226 - Subject : Notice of Fee Increase - Message : TODO: Sam + Notice of Fee Increase + This notice is to inform you that, due to Sam's exemplary performance, his fee has been revised. Effective immediately there will be an increase to his salary. ± ± Speck T. Kline ± + 227 - Subject : None - Message : None + Notice of Fee Increase + This notice is to inform you that, due to Hurl's increasing effectiveness, his salary has undergone a significant recalculation. ± ± Speck T. Kline ± 228 - Subject : None + Subject: None Message : None 229 - Subject : Notice of Fee Increase - Message : TODO: Manuel + Subject: None + Message : None 230 - Subject : None + Subject: None Message : None 231 - Subject : None + Subject: None Message : None 232 - Subject : None + Subject: None Message : None 233 - Subject : None + Subject: None Message : None 234 - Subject : None + Subject: None Message : None 235 - Subject : None + Subject: None Message : None 236 - Subject : None + Subject: None Message : None 237 - Subject : None + Subject: None Message : None 238 - Subject : None + Subject: None Message : None 239 - Subject : None + Subject: None Message : None 240 - Subject : None + Subject: None Message : None 241 - Subject : None + Subject: None Message : None 242 - Subject : None + Subject: None Message : None 243 - Subject : None + Subject: None Message : None 244 - Subject : None - Message : None + Notice of Fee Increase + Please be advised that Elroy's substantial experience gain entitles him to an adequately substantial salary raise. ± ± Speck T. Kline ± 245 - Subject : None + Subject: None Message : None 246 - Subject : None + Subject: None Message : None 247 - Subject : None - Message : None + Notice of Fee Increase + Please be informed that Reverend's wage has been increased, due to exceptional improvements in his abilities. ± ± Speck T. Kline ± 248 - Subject : None + Subject: None Message : None 249 - Subject : None - Message : None + Notice of Fee Increase + Please consider yourself legally informed that, due to improvements in Ears' performance, his honorarium has been raised. ± ± Speck T. Kline ± 250 - Subject : None + Subject: None Message : None 251 - Subject : None + Subject: None Message : None - + 252 Notice of Fee Increase - Please consider yourself informed that due to improvement in Dyno's performance his salary requires reconsideration. ± ± Speck T. Kline ± + Please consider yourself informed that, due to improvements in Dyno's performance, his salary requires reconsideration. ± ± Speck T. Kline ± - + 253 Notice of Fee Increase - Please be advised that due to Turtle's exceptional performance his wages have been recalculated. ± ± Speck T. Kline ± + Please be advised that, due to Turtle's exceptional performance, his wage has been recalculated. ± ± Speck T. Kline ± 254 - Subject : None + Subject: None Message : None \ No newline at end of file diff --git a/Data-AIM/TableData/Email/EmailSenderNameList.xml b/Data-AIM/TableData/Email/EmailSenderNameList.xml index dbf54d1..f497333 100644 --- a/Data-AIM/TableData/Email/EmailSenderNameList.xml +++ b/Data-AIM/TableData/Email/EmailSenderNameList.xml @@ -16,7 +16,7 @@ Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex. 0 - Robert + Enrico @@ -230,12 +230,13 @@ Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex. A.I.M. + 51 - None + Kerberus Inc 52 - None + Angel DaSilva 53 diff --git a/Data-AIM/TableData/FaceGear.xml b/Data-AIM/TableData/FaceGear.xml index b8a8c86..e64881f 100644 --- a/Data-AIM/TableData/FaceGear.xml +++ b/Data-AIM/TableData/FaceGear.xml @@ -1095,8 +1095,8 @@ 212 - 0 - + 4 + FACES\FACESGEAR\Face_SunGoggles @@ -1504,8 +1504,8 @@ 293 - 0 - + 2 + FACES\FACESGEAR\Face_SWAT_Helmet 294 diff --git a/Data-AIM/TableData/Items/StructureConstruct.xml b/Data-AIM/TableData/Items/StructureConstruct.xml index 01dad97..1edb18f 100644 --- a/Data-AIM/TableData/Items/StructureConstruct.xml +++ b/Data-AIM/TableData/Items/StructureConstruct.xml @@ -1,288 +1,309 @@ - - - 1539 - 100 - sandbag.sti - 3 - 4 - 3 - 4 - 5 - 8 - 9 - 5 - 8 - 9 - - - 1540 - 100 - sandbag.sti - 1 - 0 - 1 - 6 - 7 - 6 - 7 - - - 1541 - 100 - sandbag.sti - 2 - 2 - 2 - 2 - - - 1542 - 10 - spot_1.sti - 2 - 4 - 2 - 4 - 3 - 5 - 3 - 5 - - - 1411 - 0 - crate.sti - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - - - 1412 - 0 - crate.sti - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - 7 - 8 - 9 - 10 - 11 - - - 1543 - 100 - deb_02.sti - 6 - 7 - 8 - 9 - 6 - 7 - 8 - 9 - 6 - 7 - 8 - 9 - 6 - 7 - 8 - 9 - - - 1544 - 100 - deb_02.sti - 1 - 1 - 2 - 2 - - - 1545 - 100 - deb_02.sti - 0 - 3 - 4 - 5 - 0 - 3 - 4 - 5 - 0 - 3 - 4 - 5 - 0 - 3 - 4 - 5 - - - 1546 - 100 - walldec1.sti - 2 - 3 - 4 - 2 - 3 - 4 - 7 - 8 - 9 - 7 - 8 - 9 - - - 1547 - 100 - walldec1.sti - 0 - 1 - 0 - 1 - 5 - 6 - 5 - 6 - - - 1546 - 100 - build_06b.sti - 9 - 10 - 11 - 9 - 10 - 11 - 6 - 7 - 8 - 6 - 7 - 8 - - - 1547 - 100 - build_06b.sti - 3 - 4 - 5 - 3 - 4 - 5 - 0 - 1 - 2 - 0 - 1 - 2 - - - 1548 - 100 - dump1.sti - 0 - 0 - 0 - 0 - - - 1549 - 100 - dump1.sti - 1 - 1 - 1 - 1 - - - 1550 - 100 - dump1.sti - 2 - 2 - 2 - 2 - - - 1551 - 100 - dump1.sti - 11 - 11 - 9 - 9 - - - 1552 - 100 - dump1.sti - 10 - 10 - 8 - 8 - - - 1553 - 100 - spot_1.sti - 10 - 10 - 10 - 10 - - - 1554 - 100 - spot_1.sti - 11 - 11 - 11 - 11 - - - 1555 - 100 - drum_01.sti - 6 - 6 - 6 - 6 - - + + + 1539 + 100 + Sm Sandbags + sandbag.sti + 3 + 4 + 3 + 4 + 5 + 8 + 9 + 5 + 8 + 9 + + + 1540 + 100 + Md Sandbags + sandbag.sti + 1 + 0 + 1 + 6 + 7 + 6 + 7 + + + 1541 + 100 + Lg Sandbags + sandbag.sti + 2 + 2 + 2 + 2 + + + 1542 + 10 + Barbed Wire + spot_1.sti + 2 + 4 + 2 + 4 + 3 + 5 + 3 + 5 + + + 1411 + 0 + Dirt Mound + crate.sti + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + + + 1412 + 0 + Dirt Mound + crate.sti + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + 7 + 8 + 9 + 10 + 11 + + + 1543 + 100 + Sm Wooden Planks + deb_02.sti + 6 + 7 + 8 + 9 + 6 + 7 + 8 + 9 + 6 + 7 + 8 + 9 + 6 + 7 + 8 + 9 + + + 1544 + 100 + Md Wooden Planks + deb_02.sti + 1 + 1 + 2 + 2 + + + 1545 + 100 + Lg Wooden Planks + deb_02.sti + 0 + 3 + 4 + 5 + 0 + 3 + 4 + 5 + 0 + 3 + 4 + 5 + 0 + 3 + 4 + 5 + + + 1546 + 100 + Sm Wooden Wall + walldec1.sti + 2 + 3 + 4 + 2 + 3 + 4 + 7 + 8 + 9 + 7 + 8 + 9 + + + 1547 + 100 + Lg Wooden Wall + walldec1.sti + 0 + 1 + 0 + 1 + 5 + 6 + 5 + 6 + + + 1546 + 100 + Sm Wooden Wall + build_06b.sti + 9 + 10 + 11 + 9 + 10 + 11 + 6 + 7 + 8 + 6 + 7 + 8 + + + 1547 + 100 + Lg Wooden Wall + build_06b.sti + 3 + 4 + 5 + 3 + 4 + 5 + 0 + 1 + 2 + 0 + 1 + 2 + + + 1548 + 100 + Sm Tire + dump1.sti + 0 + 0 + 0 + 0 + + + 1549 + 100 + Md Tire + dump1.sti + 1 + 1 + 1 + 1 + + + 1550 + 100 + Lg Tire + dump1.sti + 2 + 2 + 2 + 2 + + + 1551 + 100 + Roadblock + dump1.sti + 11 + 11 + 9 + 9 + + + 1552 + 100 + Sawhorse + dump1.sti + 10 + 10 + 8 + 8 + + + 1553 + 100 + Oil Drum A + spot_1.sti + 10 + 10 + 10 + 10 + + + 1554 + 100 + Oil Drum B + spot_1.sti + 11 + 11 + 11 + 11 + + + 1555 + 100 + Oil Drum C + drum_01.sti + 6 + 6 + 6 + 6 + + diff --git a/Data-AIM/TableData/Lookup/AmmoChoices.xml b/Data-AIM/TableData/Lookup/AmmoChoices.xml index e5d853a..90aa83c 100644 --- a/Data-AIM/TableData/Lookup/AmmoChoices.xml +++ b/Data-AIM/TableData/Lookup/AmmoChoices.xml @@ -1,31 +1,31 @@ - + - - 19 - Default Enemy Ammo - - - 29 - Admin Enemy Ammo - - - 39 - Regular Enemy Ammo - - - 49 - Elite Enemy Ammo - - - 59 - Green Militia Ammo - - - 69 - Regular MilitiaAmmo - - - 79 - Elite Militia Ammo - + + 19 + Default Enemy Ammo + + + 29 + Admin Enemy Ammo + + + 39 + Regular Enemy Ammo + + + 49 + Elite Enemy Ammo + + + 59 + Green Militia Ammo + + + 69 + Regular MilitiaAmmo + + + 79 + Elite Militia Ammo + \ No newline at end of file diff --git a/Data-AIM/TableData/Lookup/AttachmentClass.xml b/Data-AIM/TableData/Lookup/AttachmentClass.xml index 26aedf0..0b19442 100644 --- a/Data-AIM/TableData/Lookup/AttachmentClass.xml +++ b/Data-AIM/TableData/Lookup/AttachmentClass.xml @@ -130,14 +130,18 @@ 4194304 - BUIS + Iron Sight 8388608 - External Feed + Feeder 16777216 - MOLLE + Modular Pouch + + + 33554432 + Rifle Grenade \ No newline at end of file diff --git a/Data-AIM/TableData/Lookup/AttachmentClassBackup.xml b/Data-AIM/TableData/Lookup/AttachmentClassBackup.xml deleted file mode 100644 index 6486f7e..0000000 --- a/Data-AIM/TableData/Lookup/AttachmentClassBackup.xml +++ /dev/null @@ -1,107 +0,0 @@ - - - - 0 - None - - - 1 - Default - - - 2 - Armor+ - - - 4 - Camo+ - - - 8 - Optical Face - - - 16 - Buffer - - - 32 - Scope - - - 64 - Reflex - - - 128 - Laser - - - 256 - Matchsight - - - 512 - Flashlight - - - 1024 - Grens - - - 2048 - Rockets - - - 4096 - Muzzle - - - 8192 - Stock - - - 16384 - Magwell - - - 32768 - Trigger - - - 65536 - RodSpring - - - 131072 - BalComp - - - 262144 - Unused - - - 524288 - Underbarrel - - - 1048576 - OGL - - - 2097152 - Grips - - - 4194304 - BlackCap - - - 8388608 - GhillieCamoI - - - 16777216 - GhillieCamoII - - \ No newline at end of file diff --git a/Data-AIM/TableData/Lookup/AttachmentPoint.xml b/Data-AIM/TableData/Lookup/AttachmentPoint.xml index aa18c21..f04c3d9 100644 --- a/Data-AIM/TableData/Lookup/AttachmentPoint.xml +++ b/Data-AIM/TableData/Lookup/AttachmentPoint.xml @@ -4,4 +4,24 @@ 0 None + + 1 + Small Molle + + + 2 + Medium Molle + + + 3 + All Molle + + + 4 + Hydration Carrier + + + 7 + All Molle and Carrier + \ No newline at end of file diff --git a/Data-AIM/TableData/Lookup/ItemClass.xml b/Data-AIM/TableData/Lookup/ItemClass.xml index b1013ee..338d1ae 100644 --- a/Data-AIM/TableData/Lookup/ItemClass.xml +++ b/Data-AIM/TableData/Lookup/ItemClass.xml @@ -44,6 +44,10 @@ 1024 Ammo + + 1280 + Ammo / Grenade + 2048 Armour @@ -68,10 +72,22 @@ 131072 Load Bearing Equipment + + 16777216 + MOLLE + 268435456 Misc + + 268435712 + Grenade / Misc + + + 268601344 + Armour/Face Item/LBE/Misc + 536870912 Money diff --git a/Data-AIM/TableData/Lookup/ItemFlag.xml b/Data-AIM/TableData/Lookup/ItemFlag.xml index 7f68d9c..a86a800 100644 --- a/Data-AIM/TableData/Lookup/ItemFlag.xml +++ b/Data-AIM/TableData/Lookup/ItemFlag.xml @@ -34,27 +34,27 @@ 128 - Belt fed + Belt Fed 256 - Ammobelt + Ammo Belt 512 - Ammobelt vest + Ammo Belt Vest 1024 - Camo removal + Camo Remover 2048 - Cleaning Kit + Gun Cleaner 4096 - Attention Item + Interesting Item (AI) 8192 @@ -62,7 +62,11 @@ 16384 - Covert + Covert Item + + + 24576 + Garotte + Covert Item 32768 @@ -78,7 +82,11 @@ 262144 - Jump Grenade + Jumping Grenade + + + 419430 + Scuba Mask 524288 @@ -94,7 +102,7 @@ 4194304 - Scuba Mask + Scuba Mask AIMNAS 8388608 diff --git a/Data-AIM/TableData/Lookup/MergeType.xml b/Data-AIM/TableData/Lookup/MergeType.xml index 86181be..48255c0 100644 --- a/Data-AIM/TableData/Lookup/MergeType.xml +++ b/Data-AIM/TableData/Lookup/MergeType.xml @@ -48,4 +48,20 @@ 11 Mechanical (Hard) + + 12 + Tripwire Roll + + + 13 + Use (Drain Status) + + + 14 + Cannibalize + + + 15 + Lose 10 percent + \ No newline at end of file diff --git a/Data-AIM/TableData/SenderNameList.xml b/Data-AIM/TableData/SenderNameList.xml deleted file mode 100644 index 6244d45..0000000 --- a/Data-AIM/TableData/SenderNameList.xml +++ /dev/null @@ -1,240 +0,0 @@ - - - - 0 - Robert - - - 1 - Psych Pro Inc - - - 2 - Help Desk - - - 3 - Psych Pro Inc - - - 4 - Speck - - - 5 - R.I.S. - - - 6 - Barry - - - 7 - Blood - - - 8 - Lynx - - - 9 - Grizzly - - - 10 - Vicki - - - 11 - Trevor - - - 12 - Grunty - - - 13 - Ivan - - - 14 - Steroid - - - 15 - Igor - - - 16 - Shadow - - - 17 - Red - - - 18 - Reaper - - - 19 - Fidel - - - 20 - Fox - - - 21 - Sidney - - - 22 - Gus - - - 23 - Buns - - - 24 - Ice - - - 25 - Spider - - - 26 - Cliff - - - 27 - Bull - - - 28 - Hitman - - - 29 - Buzz - - - 30 - Raider - - - 31 - Raven - - - 32 - Static - - - 33 - Len - - - 34 - Danny - - - 35 - Magic - - - 36 - Stephen - - - 37 - Scully - - - 38 - Malice - - - - 39 - Dr.Q - - - 40 - Nails - - - 41 - Thor - - - 42 - Scope - - - 43 - Wolf - - - 44 - MD - - - 45 - Meltdown - - - 46 - M.I.S. Insurance - - - 47 - Bobby Rays - - - 48 - Kingpin - - - 49 - John Kulba - - - 50 - A.I.M. - - - 51 - Monk - - - 52 - Brain - - - 53 - Scream - - - 54 - Henning - - - 55 - Lucky - - - 56 - Laura - - - 57 - Grace - - - 58 - Rudolf - - \ No newline at end of file diff --git a/Data-AIM/TableData/Silhouette.xml b/Data-AIM/TableData/Silhouette.xml deleted file mode 100644 index cf030d8..0000000 --- a/Data-AIM/TableData/Silhouette.xml +++ /dev/null @@ -1,259 +0,0 @@ - - - - 0 - Vest - - - 1 - Right Thigh - - - 2 - Left Thigh - - - 3 - Backpack - - - 4 - Combat Pack - - - 5 - Assault Rifle - - - 6 - Rocket Launcher - - - 7 - Big Bag - - - 8 - Medium Bag - - - 9 - SMG Gun - - - 10 - Explosive - - - 11 - Knife - - - 12 - Small Bag - - - 13 - Small Pistol - - - 14 - 40mm Grenade x2 - - - 15 - Grenade x2 - - - 16 - Pistol Ammo x1 - - - 17 - SMG Ammo x1 - - - 18 - AR Ammo x1 - - - 19 - Large Ammo x1 - - - 20 - Shirt Pocket - - - 21 - Belt Clip Canteen - - - 22 - Huge/Belt Ammo - - - 23 - Revolver Ammo - - - 24 - First Aid Bag - - - 25 - Short Rifle Mag x1 - - - 26 - Sniper Mag x2 - - - 27 - Short Rifle Mag x2 - - - 28 - Bandoleer, Shotgun - - - 29 - 40mm Grenade x3 - - - 30 - Lg Grenade x2 - - - 31 - Misc Bag - - - 32 - Large Pistol - - - 33 - Large Revolver - - - 34 - Throwing Knife - - - 35 - Bolt Clip Crossbow - - - 36 - 60mm Mortar Shell - - - 37 - Pistol Ammo x2 - - - 38 - Pistol Ammo x3 - - - 39 - SMG Ammo x2 - - - 40 - SMG Ammo x3 - - - 41 - AR Ammo x2 - - - 42 - AR Ammo x3 - - - 43 - Rocket Rifle Ammo - - - 44 - Vehicle - - - 45 - RPG Rocket - - - 46 - Drum Magazine - - - 47 - Grenade x1 - - - 48 - Lg Grenade x1 - - - 49 - 40mm Combat pack - - - 50 - Revolver Combat pack - - - 51 - 40mm Grenade x1 - - - 52 - Explosives small - - - 53 - Carbine - - - 54 - Pistol Combat Pack - - - 55 - Large Ammo x2 - - - 56 - Bandoleer, Shotgun small - - - 57 - Medical Bag - - - 58 - Sniper Rifle - - - 59 - Short Rifle Mag x3 - - - 60 - Syringe Bag - - - 61 - Bandoleer, Pistol - - - 62 - Bandoleer, Rifle - - - 63 - Belt Slot - - \ No newline at end of file diff --git a/Data-AIM/sounds/Ceramic Armour Insert.wav b/Data-AIM/sounds/Ceramic Armour Insert.wav new file mode 100644 index 0000000..8904b67 Binary files /dev/null and b/Data-AIM/sounds/Ceramic Armour Insert.wav differ diff --git a/Data-Bigmaps/Laptop/Desktop.PCX b/Data-Bigmaps/Laptop/Desktop.PCX deleted file mode 100644 index 00922ae..0000000 Binary files a/Data-Bigmaps/Laptop/Desktop.PCX and /dev/null differ diff --git a/Data-Bigmaps/Mod_Settings.ini b/Data-Bigmaps/Mod_Settings.ini index 0054ada..a0b0229 100644 --- a/Data-Bigmaps/Mod_Settings.ini +++ b/Data-Bigmaps/Mod_Settings.ini @@ -123,15 +123,18 @@ ADD_RAT_SECTOR_Y = 7 ADD_RAT_SECTOR_Z = 0 [San Mona] -;some rooms in the porn shop and Hans' location (I think this is before moving) +;some rooms in the porn shop and Hans' location before moving PORN_SHOP_ROOM_HANS = 4 -HANS_POSTION = 62820 +HANS_POSITION = 62820 PORN_SHOP_ROOM_BRENDA = 3 PORN_SHOP_ROOM_TONY = 9 PORN_SHOP_TONY_SECTOR_X = 5 PORN_SHOP_TONY_SECTOR_Y = 3 PORN_SHOP_TONY_SECTOR_Z = 0 +;Kingpin's faction will roam around the gridno if they become hostile to player +PORN_SHOP_ENTRANCE_GRIDNO = 64269 + ;Kyle Lemmons gets the money for the Leather Shop Deed Quest here KYLE_MONEY_POSITION = 53457 @@ -164,6 +167,7 @@ KINGPIN_HOUSE_SECTOR_Y = 4 KINGPIN_HOUSE_SECTOR_Z = 0 FIRST_ROOM_IN_KINGPIN_HOUSE = 246 LAST_ROOM_IN_KINGPIN_HOUSE = 267 +KINGPIN_RING_TILE = 54162 ;Kingpin's private stash. He will come looking for you if stolen KINGPIN_MONEY_SECTOR_X = 5 @@ -195,6 +199,11 @@ ADD_IGGY_SECTOR_Z = 0 [Balime] [Meduna] +;Queen's new gridno instead of the map pre-placed gridno if basement sector is cleared +QUEEN_BASEMENT_SECTOR_X = 3 +QUEEN_BASEMENT_SECTOR_Y = 16 +QUEEN_BASEMENT_SECTOR_Z = 1 +QUEEN_ALTERNATE_GRIDNO = 11448 [Chitzena] diff --git a/Data-Bigmaps/NPCDATA/057.edt b/Data-Bigmaps/NPCDATA/057.edt deleted file mode 100644 index 80f4d08..0000000 Binary files a/Data-Bigmaps/NPCDATA/057.edt and /dev/null differ diff --git a/Data-Bigmaps/NPCDATA/058.EDT b/Data-Bigmaps/NPCDATA/058.EDT deleted file mode 100644 index f75a1f6..0000000 Binary files a/Data-Bigmaps/NPCDATA/058.EDT and /dev/null differ diff --git a/Data-Bigmaps/NPCDATA/059.EDT b/Data-Bigmaps/NPCDATA/059.EDT deleted file mode 100644 index 3d9c7ee..0000000 Binary files a/Data-Bigmaps/NPCDATA/059.EDT and /dev/null differ diff --git a/Data-Bigmaps/NPCDATA/060.EDT b/Data-Bigmaps/NPCDATA/060.EDT deleted file mode 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a/Data-Bigmaps/Npc_Speech/D_059_100.ogg b/Data-Bigmaps/Npc_Speech/D_059_100.ogg new file mode 100644 index 0000000..af646e8 Binary files /dev/null and b/Data-Bigmaps/Npc_Speech/D_059_100.ogg differ diff --git a/Data-Bigmaps/Npc_Speech/D_060_100.ogg b/Data-Bigmaps/Npc_Speech/D_060_100.ogg new file mode 100644 index 0000000..6e3b4c8 Binary files /dev/null and b/Data-Bigmaps/Npc_Speech/D_060_100.ogg differ diff --git a/Data-Bigmaps/Scripts/GameInit.lua b/Data-Bigmaps/Scripts/GameInit.lua index 3d09b4a..88e1485 100644 --- a/Data-Bigmaps/Scripts/GameInit.lua +++ b/Data-Bigmaps/Scripts/GameInit.lua @@ -1,5 +1,5 @@ --[[ -http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua +http://legion.itzg.pl/mzgb/pmwiki/pmwiki.php?n=JaggedAlliance2UBV1.Jav113lua ********************** ** Global variables ** @@ -85,6 +85,9 @@ http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua iCurrentIMPPosition - Default = -1, or the profile ID of the IMP iCurrentShipmentDestinationID - Default = -1, or the Bobby Ray shipment destination ID + - HireMerc (MercID) + hires the merc with the specified MercID + ************** ** Examples ** @@ -143,6 +146,9 @@ http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua -- Add alternative sector C1-3 AddAltUGSectorNew(3,1,3) + + -- Hire Ivan + HireMerc(7) ]] -- max number of lines can be shown in a message @@ -280,7 +286,7 @@ local BOBBY_R_MEDUNA_SHIPMENT_LENGTH = 4 local iStartingCash = 0 -Fincances = +Finances = { ACCRUED_INTEREST = 0, ANONYMOUS_DEPOSIT = 1, @@ -403,22 +409,22 @@ function InitNPCs() i = math.random(1, 4) if i == 1 then --H7 - AddAltSectorNew( 7, SectorY.MAP_ROW_H ) + AddAltSectorNew( iniADD_MADLAB_SECTOR_1_X, iniADD_MADLAB_SECTOR_1_Y ) elseif i == 2 then --H16 - AddAltSectorNew( 16, SectorY.MAP_ROW_H ) + AddAltSectorNew( iniADD_MADLAB_SECTOR_2_X, iniADD_MADLAB_SECTOR_2_Y ) elseif i == 3 then --I11 - AddAltSectorNew( 11, SectorY.MAP_ROW_I ) + AddAltSectorNew( iniADD_MADLAB_SECTOR_3_X, iniADD_MADLAB_SECTOR_3_Y ) elseif i == 4 then --E4 - AddAltSectorNew( 4, SectorY.MAP_ROW_E ) + AddAltSectorNew( iniADD_MADLAB_SECTOR_4_X, iniADD_MADLAB_SECTOR_4_Y ) end end if is_networked == 1 then --H7 - AddAltSectorNew( 7, SectorY.MAP_ROW_H ) + AddAltSectorNew( iniADD_MADLAB_SECTOR_1_X, iniADD_MADLAB_SECTOR_1_Y ) end -- Add Micky in random location @@ -429,7 +435,7 @@ function InitNPCs() AddNPCtoSector( Profil.Micky, 9, SectorY.MAP_ROW_G, 0 ) elseif i == 2 then -- D14 - AddNPCtoSector( Profil.Micky, 14, SectorY.MAP_ROW_D, 0 ) + AddNPCtoSector( Profil.Micky, 13, SectorY.MAP_ROW_D, 0 ) elseif i == 3 then -- C5 AddNPCtoSector( Profil.Micky, 5, SectorY.MAP_ROW_C, 0 ) @@ -471,7 +477,8 @@ function InitNPCs() end -- Not SciFi, so use alternate map in Tixa's B1 level that doesn't have the stairs going down to the caves. - if (newGAME_STYLE == 0 and iniENABLE_CREPITUS == 0) then + if (newGAME_STYLE == 1 and iniENABLE_CREPITUS == 1) then + else --J9-1 AddAltUGSectorNew( 9, SectorY.MAP_ROW_J, 1 ) end @@ -506,7 +513,6 @@ function InitNewGame() -- Get starting cash from JA2Options.ini --[[ - if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then iStartingCash = GetStartingCashNovice() elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then @@ -516,7 +522,6 @@ function InitNewGame() elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then iStartingCash = GetStartingCashInsane() end - - AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ) + AddTransactionToPlayersBook( Finances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ) ]] end \ No newline at end of file diff --git a/Data-Bigmaps/Scripts/HourlyUpdate.lua b/Data-Bigmaps/Scripts/HourlyUpdate.lua index ea7750c..21e62da 100644 --- a/Data-Bigmaps/Scripts/HourlyUpdate.lua +++ b/Data-Bigmaps/Scripts/HourlyUpdate.lua @@ -17,13 +17,13 @@ function HourlyQuestUpdate() end -- Bar/night club - if ( cHour > 15 or cHour < 2) then + if ( cHour >= 15 or cHour < 2) then SetFactTrue( Facts.FACT_CLUB_OPEN ) SetFactFalse( Facts.FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED ) -- Reset boxes fought - for i = 0,3 do + for i = 0,2 do -- Set false gfBoxerFought(i,false) end diff --git a/Data-Bigmaps/Scripts/Overhead.lua b/Data-Bigmaps/Scripts/Overhead.lua index 9973e16..a7a2990 100644 --- a/Data-Bigmaps/Scripts/Overhead.lua +++ b/Data-Bigmaps/Scripts/Overhead.lua @@ -219,11 +219,20 @@ Profil = CALVIN = 157, CARL = 158, LAURA = 175, + GRACE = 176, RUDOLF = 177, SKITZ = 179, BUNS_CHAOTIC = 215, + LEON = 222, + GARY = 223, + SPARKY = 224, + HURL = 227, MOUSE = 245, + HECTOR = 246, + REV = 247, STELLA = 248, + MOSES = 250, + TURTLE = 253, } What = @@ -468,7 +477,7 @@ function HandleAtNewGridNo( ProfileId ) if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC -- Skyrider - if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then + if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,69576 ) < 11 ) then ActionStopMerc(Profil.SKYRIDER) SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER ) TriggerNPCRecord( Profil.SKYRIDER, 15 ) @@ -857,7 +866,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Weapon test results are stored on this server.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In later stages of the project, the weapon was tested on live inmates.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The tests were filmed... the cruel demonstrations are gruesome.") - SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "If these videos were to be published, this might cause serious headache for the companies invovled.") + SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "If these videos were to be published, this might cause serious headache for the companies involved.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then @@ -938,7 +947,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Then there's the centrall hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems there is some sort of gas trap installed in the hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "On the left and right of it are two huge manufacturing halls.") - SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The main hallway is then flanked by the security offices. They seem to be heaily staffed.") + SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The main hallway is then flanked by the security offices. They seem to be heavily staffed.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Behind another security door are the main labs, but you have no camera access.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) @@ -1028,7 +1037,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL end -- we can hack the SAM, decreasing its radius, or undo a previous hack - -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases + -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or fighting the enemy in those cases -- otherwise, we obviously control the SAM, so try to unhack it if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then if ( ourhack >= samhackstatus ) then @@ -1346,8 +1355,8 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL -- elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNAPALACE_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then - SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a plan on the bunkers security measures here.") - SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The bunker two entries - one from the palace, one from an underground escape tunnel.") + SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a plan on the bunkers' security measures here.") + SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The bunker has two entries - one from the palace, one from an underground escape tunnel.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A huge part of the bunker is off-limits to all but the queen's personal staff.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "There seems to be an active minefield in the hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The controls should be around here somewhere.") @@ -2812,10 +2821,10 @@ Skill = DialogueActionEvent = { ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event - ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to - ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing + ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to, aData3 indicates whether this person has been recruited (1) or not(0) + ADE_MERC_ARRIVES = 2, -- a mercenary arrives in Arulco. aData1 is the profile of the arriving merc, aData2 is 1 if the player hasn't made contact with the rebels yet ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first) - ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively) + ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively), aData1 is the id of the merchant ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button ADE_DIALOGUE_NPC_DIRECT = 6, ADE_DIALOGUE_NPC_THREATEN = 7, @@ -2823,17 +2832,26 @@ DialogueActionEvent = ADE_DIALOGUE_NPC_REPEAT = 9, ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that ADE_SEX = 11, -- does exactly what you think it does - ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather + ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is type of Weather ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0) ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning, aData1 is the itemnumber of the grenade - ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index + ADE_CONSUMEITEM = 15, -- we consumed an item, aData1 is the item index ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead + ADE_WITNESS_GOOD = 17, -- similar to comment upon buddy doing good. aData1 is the profile of person, aData2 is 0 if we saw a kill, 1 if they passed a skill check (and we're less than 15 tiles away) + ADE_BANDAGE_PERFORM_BEGIN = 18, -- we bandage someone, aData1 is the profile of person + ADE_BANDAGE_PERFORM_END = 19, -- we finished bandaging someone, aData1 is the profile of person + ADE_BANDAGE_RECEIVE_BEGIN = 20, -- someone bandages us, aData1 is the profile of person + ADE_BANDAGE_RECEIVE_END = 21, -- someone finished bandaging us, aData1 is the profile of person + ADE_ZOMBIESRISE = 22, -- a new wave of zombies is spawned from corpses + ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with + ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0) + ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector } -- functions used here: -- ubProfile: profile number of merc (don't change that unless you know what to do) -- iFaceIndex: index (don't change that unless you know what to do) --- path: path and name of soundfile we want to play (in .wav or .ogg format) +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) -- text: "Text that should appear" -- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text) -- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)! @@ -2856,6 +2874,7 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace -- this happens when we are in the same sector, awake and concious -- aData1 indicates the profile number in this event -- aData2 indicates the specific voice line we react to + -- aData3 indicates whether this person has been recruited (1) or not(0) if ( usEventNr == DialogueActionEvent.ADE_DIALOGUE_REACTION ) then if ( aData1 == Profil.FRED ) then @@ -2922,5 +2941,38 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace end +end + +-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here +Voiceline = +{ + QUOTE_SEE_ENEMY = 0, + QUOTE_KILLED_AN_ENEMY = 27, + + -- these three lines are played at random when we talk to one of our mercs. Despite the name they don't have any special meaning + QUOTE_NEGATIVE_COMPANY = 41, + QUOTE_SOCIAL_TRAIT = 44, + QUOTE_PASSING_DISLIKE = 45, + QUOTE_ENEMY_PRESENCE = 59, + QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT = 60, + QUOTE_SECTOR_SAFE = 65, +} + +-- This function is used to replace dialogue quotes with new ones. This way we can have more variety - a merc doesn't always use the same lines when something happens. +-- If a line isn't replaced, it plays normally, so it is a good idea to not always replace lines. +-- +-- functions used here: +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) +-- text: "Text that should appear" +-- SetReplaceDialogue(path, text) +-- Do not use this function in any lua calls outside of HandleReplaceQuote(..)! +-- +-- handle +-- ubProfile is the merc for whom this is called +-- usQuoteNum is the quote that the game wants to play +function HandleReplaceQuote( ubProfile, usQuoteNum ) + + + end diff --git a/Data-Bigmaps/Scripts/StrategicEventHandler.lua b/Data-Bigmaps/Scripts/StrategicEventHandler.lua index 326ffde..0ce8aad 100644 --- a/Data-Bigmaps/Scripts/StrategicEventHandler.lua +++ b/Data-Bigmaps/Scripts/StrategicEventHandler.lua @@ -260,6 +260,8 @@ Profil = CONRAD = 70, KINGPIN = 86, MADAME = 107, + JOHN = 118, + MARY = 119, } Facts = @@ -294,13 +296,13 @@ Facts = Flags2 = { - PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR = 0, - PROFILE_MISC_FLAG2_LEFT_COUNTRY = 1, - PROFILE_MISC_FLAG2_BANDAGED_TODAY = 2, - PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE = 3, - PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE = 4, - PROFILE_MISC_FLAG2_MARRIED_TO_HICKS = 5, - PROFILE_MISC_FLAG2_ASKED_BY_HICKS = 6, + PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR = 1, + PROFILE_MISC_FLAG2_LEFT_COUNTRY = 2, + PROFILE_MISC_FLAG2_BANDAGED_TODAY = 4, + PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE = 8, + PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE = 16, + PROFILE_MISC_FLAG2_MARRIED_TO_HICKS = 32, + PROFILE_MISC_FLAG2_ASKED_BY_HICKS = 64, } SectorY = @@ -339,13 +341,6 @@ NpcAction = NPC_ACTION_FREE_KIDS = 117, } -Sectors = -{ - HOSPITAL_SECTOR_X = 8, - HOSPITAL_SECTOR_Y = 6, - HOSPITAL_SECTOR_Z = 0, -} - EventTypes = { EVENT_SET_BY_NPC_SYSTEM = 27, @@ -373,29 +368,35 @@ qStatus = 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, + -- Quests ID -- BinaryData\QUESTS.EDT Record + QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter + QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route + QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists + QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice + QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money + QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey + QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria + QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice + QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma + QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation + QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem + QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist + QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera + QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats + QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit + QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures + QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot + QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider + QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo + QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists + QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen + QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream + QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank + QUEST_23 = 23, -- Start quest 46, End quest 47 - No 23 Yet + QUEST_24 = 24, -- Start quest 48, End quest 49 - No 24 Yet + QUEST_KILL_DEIDRANNA = 25, -- Start quest 50, End quest 51 - Kill Deidranna + + -- max Quests 254 } ProfileType = @@ -421,13 +422,6 @@ local MERC_FIRED_AS_A_POW = -8 local guiPabloExtraDaysBribed = 0 -local BOBBYR_SHIPPING_DEST_SECTOR_X = 13 -local BOBBYR_SHIPPING_DEST_SECTOR_Y = 2 -local BOBBYR_SHIPPING_DEST_SECTOR_Z = 0 -local BOBBYR_SHIPPING_DEST_GRIDNO = 10112 -local PABLOS_STOLEN_DEST_GRIDNO = 1 -local LOST_SHIPMENT_GRIDNO = 2 - local NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS = 10000 local gubCambriaMedicalObjects @@ -560,6 +554,22 @@ function HandleEarlyMorningEvents() SetCharacterSectorZ (Profil.RAT,0) end + -- Does John leave country after quest completion? + JOHNid,JOHNx,JOHNy,JOHNz = CheckNPCinSector(Profil.JOHN) + if ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == qStatus.QUESTDONE and JOHNx == 13 and JOHNy == 2 and JOHNz == 0 ) then + SetCharacterSectorX (Profil.JOHN,0) + SetCharacterSectorY (Profil.JOHN,0) + SetCharacterSectorZ (Profil.JOHN,0) + end + + -- Does Mary leave country after quest completion? + MARYid,MARYx,MARYy,MARYz = CheckNPCinSector(Profil.MARY) + if ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == qStatus.QUESTDONE and MARYx == 13 and MARYy == 2 and MARYz == 0 ) then + SetCharacterSectorX (Profil.MARY,0) + SetCharacterSectorY (Profil.MARY,0) + SetCharacterSectorZ (Profil.MARY,0) + end + -- Empty money from pockets of Vince 69, Willis 80, and Jenny 132 SetMoneyInSoldierProfile( Profil.VINCE, 0 ) SetMoneyInSoldierProfile( Profil.STEVE, 0 ) @@ -573,7 +583,7 @@ function HandleEarlyMorningEvents() SetMoneyInSoldierProfile( Profil.DARREN, 15000 ) -- Set Carmen to be placed on the map in case he moved and is waiting off screen - if CheckMiscFlags2(Profil.CARMEN,Flags2.PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR) == true then + if CheckMiscFlags2(Profil.CARMEN,Flags2.PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR) == 1 then SetMiscFlags2(Profil.CARMEN, Flags2.PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR) @@ -595,7 +605,7 @@ function HandleEarlyMorningEvents() SetMoneyInSoldierProfile( Profil.CARMEN, uiAmount ) SetNPCData2(Profil.CARMEN,0) - for i = 249, 254 do + for i = 248, 254 do RemoveObjectFromSoldierProfile( Profil.CARMEN, i ) end end @@ -628,7 +638,7 @@ function HandleEarlyMorningEvents() SetFactFalse( Facts.FACT_DAVE_HAS_GAS ) end - if ( gWorldSectorX == Sectors.HOSPITAL_SECTOR_X and gWorldSectorY == Sectors.HOSPITAL_SECTOR_Y and gWorldSectorZ == Sectors.HOSPITAL_SECTOR_Z ) then + if ( gWorldSectorX == iniHOSPITAL_SECTOR_X and gWorldSectorY == iniHOSPITAL_SECTOR_Y and gWorldSectorZ == iniHOSPITAL_SECTOR_Z ) then CheckForMissingHospitalSupplies() end diff --git a/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua b/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua index 17860a5..92db27c 100644 --- a/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua +++ b/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua @@ -1,6 +1,6 @@ --[[ - http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua + http://legion.itzg.pl/mzgb/pmwiki/pmwiki.php?n=JaggedAlliance2UBV1.Jav113lua ********************** ** Global variables ** @@ -20,6 +20,8 @@ - SectorEnemyControlled ( IDSector ) check if enemy controls sector + - CALCULATE_STRATEGIC_INDEX( SectorX, SectorY ) + - SECTOR( SectorX, SectorY ) - CheckMercIsDead (ProfilID) @@ -47,11 +49,7 @@ ** Examples ** ************** - if SectorEnemyControlled ( SECTOR(4,13) ) == false then - -- instructions - end - - if SectorEnemyControlled ( SECTOR(4,13) ) == false then + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13,4) ) ) == false then -- instructions else -- instructions @@ -121,6 +119,26 @@ Town = CHITZENA = 12, } +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, +} + -- gain pts per real loyalty pt local GAIN_PTS_PER_LOYALTY_PT = 500 @@ -163,11 +181,12 @@ EventGlobal = GLOBAL_LOYALTY_GAIN_SAM = 10, GLOBAL_LOYALTY_LOSE_SAM = 11, GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12, - GLOBAL_LOYALTY_GRIZZLY_DEAD = 13, + GLOBAL_LOYALTY_UNUSED = 13, + GLOBAL_LOYALTY_PRISONERS_TORTURED = 14, } -function CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ ) +local function CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ ) local ubValidMines = 0 @@ -175,29 +194,31 @@ function CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ return -- No scifi, no creatures... end - if ( giLairID ) then + -- giLairID from Luaglobal.cpp + -- if ( giLairID ) -> that does not work in LUA, because that is always TRUE!! + if ( giLairID ~= 0 ) then return -- Creature quest already begun end -- Count the number of "infectible mines" the player occupies -- SEC_D13 - if SectorEnemyControlled ( SECTOR(4,13) ) == false then + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13, SectorY.MAP_ROW_D) ) == false ) then ubValidMines = ubValidMines + 1 end -- SEC_H8 - if SectorEnemyControlled ( SECTOR(8,8) ) == false then + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(8, SectorY.MAP_ROW_H) ) == false ) then ubValidMines = ubValidMines + 1 end -- SEC_I14 - if SectorEnemyControlled ( SECTOR(9,14) ) == false then + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(14, SectorY.MAP_ROW_I) ) == false ) then ubValidMines = ubValidMines + 1 end -- SEC_H3 - if SectorEnemyControlled ( SECTOR(8,3) ) == false then + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(3, SectorY.MAP_ROW_H) ) == false ) then ubValidMines = ubValidMines + 1 end @@ -281,12 +302,10 @@ function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ ) iLoyaltyChange = -250 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) - elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GRIZZLY_DEAD then + elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then - if ( CheckMercIsDead(3) == false ) then - iLoyaltyChange = 1000 + iLoyaltyChange = -60 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) - end end diff --git a/Data-Bigmaps/Scripts/initunderground.lua b/Data-Bigmaps/Scripts/initunderground.lua index ddc2ee6..af482ca 100644 --- a/Data-Bigmaps/Scripts/initunderground.lua +++ b/Data-Bigmaps/Scripts/initunderground.lua @@ -116,22 +116,22 @@ CreatureMusic = { local sectorList = { -- Miguel's basement - { location = "A10-1", loadscreen = "LS_Basement", }, + { location = "A10-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, }, -- Tixa - { location = "J9-1", loadscreen = "LS_Basement", }, + { location = "J9-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, }, -- feeding zone { location = "J9-2", loadscreen = "LS_Cave", }, -- Orta - { location = "K4-1", loadscreen = "LS_Basement", }, + { location = "K4-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, }, -- Meduna - { location = "O3-1", loadscreen = "LS_Basement", }, - { location = "P3-1", loadscreen = "LS_Basement", }, + { location = "O3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, }, + { location = "P3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, }, -- San Mona mine @@ -361,18 +361,34 @@ Return values function GetLoadscreen(location, timeOfDay) + local function Return(name) + return "Loadscreens\\" .. name, "sti" + end + local s = sectorList[location] - if s ~= nil and s.loadscreen ~= nil then - return "Loadscreens\\" .. s.loadscreen, "sti" - else + if s ~= nil then + + -- multiple screens to choose from? + if s.loadscreens ~= nil and #s.loadscreens > 0 then + local screen = s.loadscreens[math.random(#s.loadscreens)] + return Return(screen) + end + + -- single screen? + if s.loadscreen ~= nil then + return Return(s.loadscreen) + end + end + -- resorting to defaults + do -- get last character, aka z level - level = location:sub(#location, #location) + local level = location:sub(#location, #location) if level == "1" then - return "Loadscreens\\LS_Mine", "sti" + return Return("LS_Mine") else - return "Loadscreens\\LS_Cave", "sti" + return Return("LS_Cave") end end end diff --git a/Data-Bigmaps/Scripts/strategicmap.lua b/Data-Bigmaps/Scripts/strategicmap.lua index a2cfc5d..a4a6d66 100644 --- a/Data-Bigmaps/Scripts/strategicmap.lua +++ b/Data-Bigmaps/Scripts/strategicmap.lua @@ -78,6 +78,7 @@ Facts = { FACT_MARIA_ESCORTED = 116, FACT_ANGEL_LEFT_DEED = 120, FACT_CHALICE_STOLEN = 184, + FACT_CONVO_ERNEST = 215, FACT_MUSEUM_ALARM_WENT_OFF = 278, FACT_KINGPIN_KNOWS_MONEY_GONE = 103, FACT_KINGPIN_DEAD = 308, @@ -194,6 +195,19 @@ Profil = ELDIN = 127, ELLIOT = 135, MADLAB = 146, + DARYL = 150, +} + +Flags1 = +{ + PROFILE_MISC_FLAG_RECRUITED = 1, + PROFILE_MISC_FLAG_HAVESEENCREATURE = 2, + PROFILE_MISC_FLAG_FORCENPCQUOTE = 4, + PROFILE_MISC_FLAG_WOUNDEDBYPLAYER = 8, + PROFILE_MISC_FLAG_TEMP_NPC_QUOTE_DATA_EXISTS = 16, + PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE = 32, + PROFILE_MISC_FLAG_EPCACTIVE = 64, + PROFILE_MISC_FLAG_ALREADY_USED_ITEMS = 128, } SoldierClass = @@ -378,8 +392,156 @@ ModSpecificFacts = TIXA_PRISON_VOLUNTEERSGAINED = 123, TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED = 124, ALMA_PRISON_VOLUNTEERSGAINED = 125, + + -- |||||||||||||||||||||||||||||||||| factories ||||||||||||||||||||||||||||||||||||| + FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 = 159, -- 9 products + FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 = 168, -- 4 products + FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 = 172, -- 6 products + FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 = 178, -- 5 products + FACTORY_PROGRESS_GRUMM_ORTAFACTORY = 183, -- 6 products + -- |||||||||||||||||||||||||||||||||| factories ||||||||||||||||||||||||||||||||||||| } +FactorySpecialValues = +{ + FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE = 6, +} + +-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates +-- usFacilityType is facility number from FacilitTypes.xml +-- usProductionNumber denotes which FACTORY of the facility this is for +-- sProgressLeft is the progress to be saved. +-- +-- As factories can be added or removed in the xml at will, we can't hardcode their progress in the savegame. +-- Therefore we let the modder store their progress in here via LUAFacts into the modder-administered part of the savefile. +-- We also want factories to be deactivated initially (so the player doesn't suddenly lose money if he takes their sector). Initially all values are 0. +-- In the code, values < 0 indicate a factory is offline, >= 0 online. +-- We thus add '1' to every value, so we store the progress as 1 + sProgressLeft, this means a luafact value of <= 0 is offline, > 0 is online +-- +-- We also use the Getter to check for other conditions, like quest progress. For example, even if we control Drassen, we can only use the T-Shirt factory once Doreen is gone. +-- We achieve that by returning a value < -10 if these extra conditions are not satisfied. +-- The code checks that too and won't allow us to even turn a factory on in this case, so the player knows he has something else to do first. +function SetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft) + + if ( bSectorZ == 0 ) then + + if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_C and usFacilityType == 23 ) then + + SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + usProductionNumber, 1 + sProgressLeft) + + -- if we 'finished' the upgrade (see comment in GetFactoryLeftoverProgress(...), notify us of that fact + if ( usProductionNumber == FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE and sProgressLeft > 170 ) then + + SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Upgrade in T-Shirt Factory is finished.") + + end + + elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_F and usFacilityType == 24 ) then + + SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 + usProductionNumber, 1 + sProgressLeft) + + elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H and usFacilityType == 5 ) then + + SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 + usProductionNumber, 1 + sProgressLeft) + + elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G and usFacilityType == 25 ) then + + SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 + usProductionNumber, 1 + sProgressLeft) + + elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K and usFacilityType == 15 ) then + + SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_ORTAFACTORY + usProductionNumber, 1 + sProgressLeft) + + end + + end + +end + +function GetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft) + + CANT_ACTIVATE_FACTORY = -20 + + val = -1 + + if ( bSectorZ == 0 ) then + + if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_C and usFacilityType == 23 ) then + + -- The T-Shirt factory can only be used once Doreen is gone, one way or the other + if ( gubQuest( Quests.QUEST_FREE_CHILDREN ) == qStatus.QUESTDONE ) then + + val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + usProductionNumber) - 1 + + -- The T-Shirt factory can be 'upgraded' to also produce uniforms + -- The upgrade is not an item, it exists purely in the lua values + -- We've set the upgrade time to be 03:01. As we set the progress on each full hour, there will be a point in time where the value is 180 + -- We use that value as 'upgrade has been done'. The upgrade cannot be built anymore -> val = CANT_ACTIVATE_FACTORY. + -- The uniform production lines always return CANT_ACTIVATE_FACTORY if the upgrade is not there yet. + if ( usProductionNumber == FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE and val > 170 ) then + + val = CANT_ACTIVATE_FACTORY + + elseif ( usProductionNumber > FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE ) then + + tmp = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE) - 1 + + if ( tmp < 170 ) then + + val = CANT_ACTIVATE_FACTORY + + end + + end + + else + + val = CANT_ACTIVATE_FACTORY + + end + + elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_F and usFacilityType == 24 ) then + + -- the Hicks farm can only be used if the quest was solved by killing the Hicks family + if ( MercIsDead(Profil.DARREL) and MercIsDead(Profil.DARYL) ) then + + val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 + usProductionNumber) - 1 + + else + + val = CANT_ACTIVATE_FACTORY + + end + + elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H and usFacilityType == 5 ) then + + val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 + usProductionNumber) - 1 + + elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G and usFacilityType == 25 ) then + + val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 + usProductionNumber) - 1 + + elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K and usFacilityType == 15 ) then + + -- the Orta factory can only be used once Ernest gave us the rifles (and presumably control over the assembly lines) + if ( (CheckFact( Facts.FACT_CONVO_ERNEST, 0 ) == true) ) then + + val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_ORTAFACTORY + usProductionNumber) - 1 + + else + + val = CANT_ACTIVATE_FACTORY + + end + + end + + end + + return val + +end + -- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime ) @@ -404,7 +566,7 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi -- inform us that there is a sublevel if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED) == 0) ) then - SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inamtes are held.") + SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inmates are held.") end -- if we haven't yet freed the Alma prisoners, give us a tip about that @@ -749,6 +911,20 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl -- hunting store CreateCivilian(11098, CivGroup.KINGPIN_CIV_GROUP, 62, Bodytype.REGMALE, Vest.BROWNVEST, Pants.GREENPANTS, -1, -1, 763, 135, 288, 284) end + + -- if we haven't pissed of the black market, spawn dealer + if ( CheckCivGroupHostile(CivGroup.BLACKMARKET_GROUP) == false ) then + + -- unlock the door so we can enter + ACTION_ITEM_UNLOCK_DOOR(12834) + + -- black market dealer and bodyguards + CreateCivilian(12992, CivGroup.BLACKMARKET_GROUP, 68, Bodytype.MANCIV, Vest.GREYVEST, Pants.JEANPANTS, Hair.WHITEHEAD, Skin.BLACKSKIN, 337, 264, -1, -1) + CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12672, 0) + CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13312, 0) + CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12995, 0) + end + elseif ( sSectorX == 5 and sSectorY == SectorY.MAP_ROW_C) then -- only add merchants if Kingpin is alive and not hostile towards us if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and @@ -763,6 +939,8 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl -- wine store CreateCivilian(10804, CivGroup.KINGPIN_CIV_GROUP, 59, Bodytype.REGFEMALE, -1, -1, -1, -1, 340, 107, 302, 284) end + + -- Chitzena -- Meduna elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then -- posh general store @@ -856,12 +1034,16 @@ MapSymbols = { FLAG = 10, QUESTIONMARK_BLUE = 11, -- sector might be relevant for a quest EXCLAMATIONMARK_BLUE = 12, -- sector is definetely relevant for a quest - QUESTIONMARK_GREEN = 13, -- alternate colours for other uses? + QUESTIONMARK_GREEN = 13, -- alternate colours for other uses EXCLAMATIONMARK_GREEN = 14, QUESTIONMARK_RED = 15, EXCLAMATIONMARK_RED = 16, QUESTIONMARK_YELLOW = 17, EXCLAMATIONMARK_YELLOW = 18, + FACTORY_YELLOW = 19, + FACTORY_GREEN = 20, + FACTORY_RED = 21, + FACTORY_NOCONTROL = 22, } -- this function allows us to data for the intel/quest map @@ -1045,4 +1227,3 @@ function GetIntelAndQuestMapData( aLevel ) end end - diff --git a/Data-Bigmaps/TableData/AIMAvailability.xml b/Data-Bigmaps/TableData/AIMAvailability.xml index 39db6ff..a3eddc3 100644 --- a/Data-Bigmaps/TableData/AIMAvailability.xml +++ b/Data-Bigmaps/TableData/AIMAvailability.xml @@ -979,13 +979,13 @@ 163 - + Heli -1 -1 164 - + Tank -1 -1 @@ -1015,7 +1015,7 @@ 169 - + PGmale4 -1 -1 @@ -1070,8 +1070,8 @@ 178 Spooky - 178 - 62 + -1 + -1 179 @@ -1195,7 +1195,7 @@ 199 - + Jeep -1 -1 @@ -1291,9 +1291,9 @@ 215 - + Buns -1 - -1 + 17 216 @@ -1315,7 +1315,7 @@ 219 - Jorge + -1 -1 @@ -1340,8 +1340,8 @@ 223 Gary - -1 - -1 + 223 + 62 224 @@ -1436,8 +1436,8 @@ 239 Kaboom - -1 - -1 + 239 + 57 240 diff --git a/Data-Bigmaps/TableData/Army/UniformColors.XML b/Data-Bigmaps/TableData/Army/UniformColors.XML index 38baa5d..91cc618 100644 --- a/Data-Bigmaps/TableData/Army/UniformColors.XML +++ b/Data-Bigmaps/TableData/Army/UniformColors.XML @@ -25,7 +25,6 @@ GYELLOWSHIRT WHITEVEST PURPLESHIRT - BLUEVEST BROWNVEST Possible pants: diff --git a/Data-Bigmaps/TableData/Backgrounds.xml b/Data-Bigmaps/TableData/Backgrounds.xml index b2c22b5..0223e50 100644 --- a/Data-Bigmaps/TableData/Backgrounds.xml +++ b/Data-Bigmaps/TableData/Backgrounds.xml @@ -11,12 +11,12 @@ 0 0 0 + 0 + 0 0 0 0 0 - 0 - 0 0 @@ -30,19 +30,19 @@ 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 - 0 + 0 0 @@ -63,7 +63,7 @@ 0 0 0 - 0 + 0 0 0 0 @@ -74,42 +74,44 @@ 0 0 - + 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 - 0 - 0 - 0 - 0 + 0 + 0 + 0 + 0 0 0 - - 0 + + 0 0 0 0 - 0 + 0 0 0 0 0 0 + 0 + 0 @@ -118,16 +120,15 @@ ANC Veteran ANC Veteran Militant veterans of the ANC's struggle were not only versed in jungle warfare, but also in political theory. - 5 - 5 - 5 - 5 - 5 - 5 - 5 + 3 + 3 + -5 + 6 + 15 + 2 -5 - -5 - 30 + 15 + 5 1 1 1 @@ -138,34 +139,33 @@ Big Game Hunter Big Game Hunter Travel to virgin soil, seek fascinating species, and KILL THEM ALL. - 5 - 5 - 5 - 5 - 5 - 5 + 2 + 2 + -3 + 2 + 2 + 4 + 6 10 - 10 + 9 20 10 - 50 1 1 3 - Daredevil - Daredevil - An imposing sight on the battlefield, Grizzly is never one to shy away from taking the enemy head-on. + Veteran + Veteran + After several tours of duty in the middle east,#10;Grizzly became a freelancer. + 5 + -2 + 3 10 10 10 - 30 - 5 - 5 - 50 - -20 + 33 1 1 1 @@ -173,32 +173,34 @@ 4 - Car Mechanic - Car Mechanic - Working day and night in her car repair shop when she's not travelling around the world, Vicky is a very versed mechanic. But she never overcame her fear of heights. - -8 - -8 + Mercenary/Car Mechanic + Mercenary/Mechanic + Working day and night in her car repair shop when she's not travelling around the world, Vicky is a very versed mechanic. But she never overcame her fear of confined spaces. + 3 + 3 + -2 10 - 5 - 5 - 5 + 7 5 + 10 + -1 + 25 1 1 5 - Technical Wizard - Tech Whiz + Technical Wizard/Bomber + Tech Whiz/Bomber The difference to MacGyver is that Trevor does use guns . . . and bombs. - 10 - 5 - 25 + 10 + 50 25 1 -10 - 30 + 20 + 40 2 1 1 @@ -209,11 +211,15 @@ Bodyguard Bodyguard Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want?. - 10 - 10 - 10 + 2 + -3 + -3 + -6 + 5 + 5 -10 - 2 + 5 + 10 1 1 @@ -223,19 +229,14 @@ Red Army Major Red Army Ivan's training program is the stuff of nightmares, but it pays off evidently. - 5 - 5 + 5 + -10 + -3 + -2 5 - 5 5 - 5 - 3 5 - 5 - 15 10 - 30 - 20 1 1 1 @@ -245,12 +246,13 @@ 8 Firefighter Firefighter - Just because it involves no shooting, it doesn't have to be less dangerous. - 5 - 5 + Just because it doesn't involve shooting, it doesn't have to be less dangerous. + 2 + 2 5 - 5 - 5 + 6 + 3 + 2 110 1 1 @@ -261,24 +263,17 @@ 9 Veteran Mountain Troop Vet Mountain Troop - Serving in the Russian campaign in Chechnya, Igor is used to harsh environments. - 8 - -5 - -5 - 5 - 5 - 5 + After serving in Chechnya, Igor is used to harsh environments. + 3 + -3 + 2 -5 - 5 5 5 20 - 15 - 15 5 -20 -5 - 30 1 1 1 @@ -288,34 +283,32 @@ 10 Ranger Ranger - The Rangers form the elite of US army infantry. - 4 - 4 - 5 - 5 - 5 - 5 + Survival and ambush tactics were part of Shadow's intense training. + 5 + 3 -10 -10 - 5 - 25 - 25 + 15 + 5 + 10 + 30 + 1 1 - 1 + 1 11 Veteran Sapper Veteran Sapper - A sapper can make only two mistakes in his life. The first one is a career choice. - 10 + A sapper can only make two mistakes in his life. The first one is his career choice. -30 10 10 30 20 1 + 3 50 1 1 @@ -328,11 +321,14 @@ Hitman Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members. 5 - 5 - 5 - 5 + 3 + 4 + 10 + 5 + 3 + 10 20 - 50 + 10 2 1 1 @@ -342,15 +338,16 @@ 13 Bomber Bomber - Wether you call them terrorists or freedom fighters often depends on your relation to those killed. - 10 + Fidel is very apt at solving problems with various applications of destruction, not so much at moderation. + -6 + 30 10 1 10 10 + -10 + -10 40 - 50 - -20 1 1 1 @@ -360,12 +357,16 @@ 14 Nurse Nurse - While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. - 5 - -5 + While she isn't a full-blown doctor, Cynthia is always a welcome sight to her comrades in the field. + 10 -5 - 25 - -10 + 5 + 30 + -5 + 15 + -15 + 20 + 10 1 1 @@ -374,12 +375,16 @@ 15 Nobility Nobility - Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. - 1 - 5 - 10 + Some people do not join this business out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. + 10 + -10 + -10 + 10 + 2 -5 + 10 2 + 1 1 1 @@ -388,13 +393,25 @@ 16 DFK Annihilator DFK Annihilator - Your exploits earned you respect and recognition you deserve. Who needs legs? - 10 + Your exploits earned you the respect and recognition you deserve. Who needs legs? + 8 15 15 15 - 10 + 15 + 15 + 15 + 5 + 5 + -5 + -5 + -5 + 5 + 5 -20 + -8 + 5 + 25 1 1 1 @@ -404,13 +421,13 @@ 17 Nurse/Soldier/Shooter Nurse/Soldier/Shooter - That combination will definitely spice up your resume. - 5 - 5 - 20 - -25 - -20 - 10 + That combination definitely spices up your resume. + -10 + 30 + 10 + 6 + 5 + 3 2 1 1 @@ -420,9 +437,18 @@ 18 Paramilitary Instructor Instructor - Just like boyscouts. But with violence. So not like boyscouts at all. + Just like boyscouts. But with violence. So not really like boyscouts at all. 5 - 5 + 3 + 5 + 5 + 5 + 2 + 10 + 5 + 3 + 10 + 1 1 1 1 @@ -434,10 +460,14 @@ Surgeon Like a surgeon... cutting for the very first time... Just kidding. Spider is THE person to seek if your guts are spilling out. 10 + 8 + 10 + 10 + -5 + -3 + -5 5 25 - -25 - 10 2 1 1 @@ -448,9 +478,19 @@ General Practitioner GP Doctor Cliff is a highly qualified doctor, though there once was a... darker... time in his life. - 5 + 2 + 5 + 10 + 10 + 10 + -5 + -3 + -5 + 5 + 5 10 - 10 + 20 + 10 1 1 1 @@ -462,10 +502,15 @@ Prison Guard Prison Guard In longer and larger conflicts, former prison guards are natural choices for running prison camps. + 2 + 1 5 + 10 + 3 10 + 50 + 3 300 - 50 1 1 1 @@ -477,9 +522,21 @@ Veteran Mercenary/Instructor Vet Merc/Instructor This might be Frank's last tour - there are several private organisations that are interested in recruiting him to train their staff. - 5 + 6 + -5 + 5 + -5 + -2 + 3 + 10 + 10 + 10 + 5 5 + 3 -5 + 15 + 5 -20 1 1 @@ -495,7 +552,16 @@ 3 20 8 - 50 + -5 + -2 + 55 + 3 + -5 + -25 + 15 + 15 + -15 + -20 1 1 1 @@ -506,11 +572,14 @@ SWAT Member SWAT Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. - 5 - 5 + 2 + 2 + 3 100 100 70 + 10 + 30 1 1 -2 @@ -521,10 +590,14 @@ SWAT Sniper SWAT Sniper Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement. - 5 - 5 - 5 - 5 + 2 + 2 + 2 + 2 + 3 + 75 + 75 + 50 15 2 1 @@ -536,12 +609,22 @@ 26 Backstage Crew/Veteran Mercenary Tech Crew/Vet Merc - Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield? - 10 + Blasting sounds, fireworks, screaming people - isn't it odd how similar an acting stage is to the battlefield? + 5 + -8 + -3 + 3 + 10 + 20 10 -2 -2 + 5 + 6 -5 + 5 + 15 + -20 1 1 1 @@ -555,12 +638,18 @@ The Green Berets are a special operations force tasked with unconventional warfare. 5 5 + -5 + -2 5 - 5 + 10 10 3 5 - 15 + 5 + 10 + -10 + -10 + 14 1 1 @@ -569,21 +658,34 @@ 28 Extreme Athlete Extreme Athlete - If you want to put your life to risk, might as well earn cash by it... + If you want to put your life at risk, might as well earn cash by doing so... + 6 + 3 + 3 3 3 3 + -3 3 3 3 3 - 3 - 3 - 5 - 5 - -5 - 5 + 3 + 6 + 6 + 6 + 3 + 6 + 3 + 12 + 6 + 6 -20 + -10 + -10 + 66 + 6 + 66 2 1 1 @@ -593,11 +695,18 @@ 29 Professional Thief Thief - When offered to take it or leave it, you always chose 'take'. - 5 - 10 - 10 + When offered to take it or leave it, you always choose 'take'. + 5 + 5 + 1 + -15 + 3 + 7 + 5 1 + 20 + 3 + 1 1 1 1 @@ -609,9 +718,16 @@ Military Advisor Military Advisor Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point. + 5 + 3 + 3 + 3 + 5 + 2 10 5 - 20 + 3 + 10 2 1 1 @@ -621,11 +737,21 @@ 31 Veteran Mercenary Veteran Merc - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. - 5 + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. 5 + 5 5 -5 + -2 + 3 + 10 + 10 + 5 + 3 + -5 + 5 + 15 + -20 2 1 1 @@ -636,9 +762,11 @@ Bouncer Bouncer Doormen make good soldiers in close combat, though the killing part is a change (hopefully). - 5 - 5 - 10 + 4 + 2 + 5 + 3 + 3 1 1 1 @@ -649,10 +777,16 @@ Chinese Doctor Chinese Doctor Dr. Q is trained in the arts of ancient Chinese medicine. Not the fastest way to cure a patient, but it works. - 5 + 5 + 8 + 5 + 5 -25 + 5 + 5 -20 - 5 + 6 + 3 2 1 1 @@ -660,17 +794,29 @@ 34 - Gang Member - Gang Member - Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better. - -3 - -3 - -3 + Gang Member/Bomber + Gang Member/Bomber + Becoming a mercenary is a natural step for many gang members - job's the same, the tools and pay are much better. + 2 + -5 + -5 + -5 8 - -3 - 5 + -5 + 2 + 6 + 30 + 10 1 - 50 + 5 + 15 + 15 + 10 + 3 + 2 + 10 + 3 + 40 1 1 1 @@ -683,8 +829,14 @@ New Age Spiritualist Who needs an exam to be a practicing healer? 5 - 5 + 5 + 5 + 1 10 + 10 + 3 + 5 + 5 10 2 1 @@ -697,12 +849,25 @@ SAS The british Special Air Service is one of the world's most famous special forces units, and is not only trained in survival techniques in all environments, it is also exceptionally well versed in airborne missions. 3 - 5 - 5 - 5 - 5 - 10 - 5 + 3 + 3 + 3 + 3 + 3 + 3 + 3 + 3 + 6 + 3 + 3 + 3 + 2 + 2 + -10 + -10 + -1 + 10 + 5 1 1 @@ -711,10 +876,17 @@ 37 Paramilitary Instructor Instructor - Just like boyscouts. But with violence. So not like boyscouts at all. + Just like boyscouts. But with violence. So not really like boyscouts at all. + 5 + 3 5 5 5 + 2 + 10 + 5 + 3 + 10 1 1 1 @@ -724,13 +896,21 @@ 38 Graduate Graduate - Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. + Fresh out of school, with a diploma still warm in hand, it's time to finally make yourself a living. + -3 5 -5 5 -5 - 8 + 5 + 10 + 10 + -5 + -5 + 3 -10 + -5 + 25 2 1 1 @@ -740,12 +920,17 @@ 39 Mercenary Merc - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. - 5 + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + 2 + 3 5 15 15 + 10 + 10 + 3 1 + -5 1 1 @@ -755,11 +940,12 @@ Momma's Boy Momma's Boy Your childhood left you with significant personal issues that have yet to be solved. - -20 - -10 + -10 + -10 -20 -20 - 20 + -10 + 25 2 1 1 @@ -770,12 +956,17 @@ Wanna-be Mercenary Wanna-be Merc You chose the awesome life of a mercenary: visit new places, meet new people, and kill them. And even get paid for it. - 5 + 1 + 3 5 10 + 5 + 5 10 - 30 + 5 + 2 1 + 15 1 1 1 @@ -785,15 +976,21 @@ 42 Hillbilly Hillbilly - Overalls, straw sticking out of boots and inseparable blade of grass in the mouth - but with a knack for tools and all things mechanical. - -5 + Overalls, straw sticking out of boots, and an inseparable blade of grass in the mouth - but with a knack for tools and all things mechanical. + 3 + -4 -5 5 - 3 - 5 + -8 + 4 + 10 + 10 + 10 10 + -20 5 1 + 10 1 1 1 @@ -805,14 +1002,24 @@ Mad Slasher Mad Slasher There is something extremely not right here, but he has obviously useful talents for this business. - 10 - 10 + -5 + 3 + 6 + 6 + -6 + -6 + -6 + 6 + 6 3 20 20 20 100 - 30 + -25 + -50 + 50 + -50 1 1 1 @@ -822,30 +1029,31 @@ 44 Accountant Accountant - Knowledge learned in years of keeping the books for an arms dealer leads to better deals when buying and selling guns and gear. - 10 - -50 + Knowledge learned from years of keeping books for an arms dealer leads to better deals when buying and selling guns and gear. + 10 + -10 + -5 10 10 - 5 - -25 - -20 - 50 + 10 1 - 1 + 100 1 1 45 - Academic - Academic - Most of your knowledge comes from the books and secondhand reports - and it didn't prepare you for a grim reality of a war zone as well as you thought. + Harvard graduate + Harvard graduate + University taught you many things, but combat isn't one of them. + -5 + 10 + 20 + 1 -10 - 50 - -20 - 20 + 50 + 60 1 1 @@ -855,14 +1063,18 @@ Drug Addict/Bomber Addict/Bomber Given the nature of today's drugs, addicts can make fearsome, yet unreliable, opponents. - 8 + 6 30 10 1 5 - 10 + 13 + 13 + -25 1 + 3 1 + 50 2 1 1 @@ -874,16 +1086,20 @@ Drug Addict This... this is it! I get it now. HEAR THAT? I GET IT NOW! -5 - 5 - 15 + 3 + 15 + 5 1 10 20 20 10 10 + 20 + -50 1 1 + 100 1 1 1 @@ -894,10 +1110,17 @@ Rejected Army Cadet Rejected Army Cadet Flunked out of the military academy, but not yet finished. - 5 - -5 - -5 + 1 + -1 + -1 + 2 + 2 + 2 + 2 + 2 20 + 3 + -1 1 1 1 @@ -908,14 +1131,19 @@ Punk Punk Turning the urban environment into a jungle is a tough job, but somebody's gotta do it! + -2 5 10 10 10 10 - 5 + 2 + 2 + 2 + -15 1 1 + -5 1 1 @@ -925,11 +1153,14 @@ Prison Guard Prison Guard Look at this guy. Now look at you. Still feel like escaping? + 1 + 1 5 10 - 5 + 3 10 50 + 3 300 1 1 @@ -1002,15 +1233,14 @@ 2 2 2 - 2 - 2 5 5 5 10 12 5 - 2 + 15 + 1 1 1 1 @@ -1021,17 +1251,21 @@ Arulcan Rebel Rebel Miguel's right hand, Carlos keeps the men in line. - 5 - 5 - 5 - 2 - 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 3 3 3 4 6 5 + 10 + -5 1 1 1 @@ -1043,15 +1277,22 @@ Rebel Scout/Medic Rebel Scout/Medic Aid worker turned rebel, Ira does what she can to keep the rebels alive. + 1 + 1 + 1 + 1 + 1 + 1 + 1 2 2 2 - 5 + 4 5 - 15 + 9 -10 5 - 10 + 9 30 25 2 @@ -1066,18 +1307,20 @@ One might mistake him for a simpleton, but being alive after all these years proves Dimitri is made of sterner stuff. 2 2 + 2 2 2 2 2 - 2 - 2 3 + 3 + 3 + 4 5 + 7 3 -10 - 20 - -30 + -5 1 1 @@ -1103,10 +1346,9 @@ 62 - MadLabs Robot - Robot - An ingenious contraption. - 20 + Placeholder + Placeholder + Not needed! 1 1 @@ -1115,7 +1357,7 @@ 63 Metaviran Native Metavira - The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners and sought their luck elsewhere. -5 -3 -3 @@ -1134,8 +1376,6 @@ 17 25 5 - 20 - -20 1 1 @@ -1144,17 +1384,18 @@ 64 Sniper Terrorist Sniper Terrorist - Nobody admits it, but the same governments that hunt him employ him. - 5 + No politician would admit it, but the same governments that hunt him employ him. + 3 2 - 5 - 5 + 4 + 2 3 2 3 15 + -15 + -10 40 - 1 1 1 @@ -1179,9 +1420,9 @@ -10 -10 -10 + -1 2 1 - 1 1 1 1 @@ -1198,6 +1439,7 @@ 10 -10 -10 + -1 2 1 1 @@ -1213,14 +1455,21 @@ Red Army/Vet Merc A veteran of international conflict, Iggy found himself on the wrong side of the conflict until he joined the rebellion. 7 - 5 - 5 + 2 + 3 5 -5 - -5 + -2 + 3 + 10 + 10 10 + 5 + 3 -5 5 + 15 + -20 1 1 @@ -1229,7 +1478,10 @@ 69 General Practitioner GP - Frustrated by the anguish and misery he sees everyday, Vince has decided it might be time for more active resistance against the queen. + Frustrated by the anguish and misery he sees everyday, Vince has decided it might be time for a more active resistance against the queen. + 1 + 5 + 2 10 10 10 @@ -1239,6 +1491,7 @@ 5 20 3 + 10 2 1 1 @@ -1262,7 +1515,7 @@ 1 1 - + 71 Placeholder @@ -1281,6 +1534,10 @@ 5 5 -5 + -5 + 5 + 5 + 5 -5 -5 5 @@ -1289,11 +1546,12 @@ 20 10 5 + -15 5 5 10 20 - 20 + 1 1 1 1 @@ -1304,7 +1562,7 @@ 73 Redneck Redneck - When the Confederacy lost the war your family moved further south . . . and is still fighting .. . everybody. + When the Confederacy lost the war, your family moved further south . . . and is still fighting . . . everybody. 3 3 -7 @@ -1432,7 +1690,7 @@ 80 Doctor Doctor - A leader of nurses, aids and candy-stripers -- oh, and healer of mercenaries. + A leader of nurses, aides, and candy-stripers -- oh, and healer of mercenaries. 2 5 10 @@ -1488,12 +1746,11 @@ 83 Terrorist Slasher Terrorist Slasher - Wanted by Interpol, a meat cleaver killer, and master of disguise. + Wanted by Interpol, a meat cleaver killer and master of disguise. 2 3 3 -2 - 3 6 3 6 @@ -1757,6 +2014,7 @@ 10 3 3 + 25 1 1 @@ -1797,7 +2055,7 @@ 100 Priest Priest - Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + Many devout followers of any religion or cult are surprisingly violent and zealous if pushed into the right (or wrong) direction. 3 10 5 @@ -2069,7 +2327,7 @@ 115 Car Mechanic Car Mechanic - Dave used to run a service station . . . when there was fuel for vehicles + Dave used to run a service station . . . when there was fuel for vehicles. 3 6 3 @@ -2367,14 +2625,13 @@ Handyman Handyman Got something that needs fixing? Here's your man. - 5 - 5 3 10 -5 -5 3 10 + 50 1 1 @@ -2403,7 +2660,7 @@ 132 Nurse Nurse - While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + While not full-blown doctors, nurses are still in high demand in warzones, due to that grim business. 3 7 10 @@ -2411,7 +2668,6 @@ -10 -3 -5 - 5 5 30 10 @@ -2456,7 +2712,7 @@ 135 Butt Monkey Butt Monkey - One would expect the constant abuse and ridicule you withstand to finally lead you to reconsider your life choices. Nope. + One would expect the constant abuse and ridicule you withstand to eventually lead you to reconsider your life choices. Nope. -5 10 10 @@ -2509,7 +2765,7 @@ 139 Factory Owner Factory Owner - A personal friend of Deidranna and ruthless exploiter. How did you manage to recruit her? + A personal friend of Deidranna and a ruthless exploiter. How did you manage to recruit her? 10 10 -6 @@ -2686,7 +2942,7 @@ 146 Scientist Scientist - Pursuing your insatiable appetite for knowledge led you into commiting atrocities for The Queen, which you now seek to rectify. + Pursuing your insatiable appetite for knowledge led you into committing atrocities for The Queen, which you now seek to rectify. 10 10 10 @@ -2743,19 +2999,21 @@ 149 Veteran Mercenary Veteran Merc - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. 5 5 -5 - -5 + -2 15 10 10 5 - 5 + 3 + -5 5 15 -20 + -15 1 1 @@ -2764,7 +3022,7 @@ 150 Redneck Redneck - When the Confederacy lost the war your family moved further south . . . and is still fighting . . . everybody. + When the Confederacy lost the war, your family moved further south . . . and is still fighting . . . everybody. 3 3 -7 @@ -2902,14 +3160,16 @@ 159 Technical Wizard Tech Whiz - No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. - 8 - 8 + No matter if it's thirty-years-old junk or the latest electronic gadget, a tech whiz can rewire, reassemble and reconfigure it with their eyes closed. -10 -5 -5 25 - 1 + 1 + 80 + 50 + 80 + 50 1 1 @@ -2963,12 +3223,17 @@ 165 UN Peacekeeper UN - Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statment is false. + Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statement is false. + 2 + 2 + 2 + 1 -5 - 10 - 10 - 10 + 14 + 14 + 14 10 + 4 2 1 1 @@ -2979,15 +3244,22 @@ 166 Veteran Mercenary Veteran Merc - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. 5 5 - 10 + -5 + -2 + 3 10 10 - 5 + 5 + 3 + -5 + 5 15 + -20 1 + -5 1 1 @@ -2997,8 +3269,23 @@ B-Movie Star/Veteran Mercenary Movie Star/Vet Merc Target of thrown popcorn in cinemas around the world, scoffed by critics yet adored by loyal fans. + 5 + 5 + 5 + -3 + 5 + 3 + 10 + 10 + 20 10 + 5 + 3 + -5 25 + 5 + 10 + -20 1 1 @@ -3007,19 +3294,28 @@ 168 Veteran Mercenary/Bomber Veteran Merc/Bomber - You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + You were already famous in this business before those youngsters were even born. After years of battle, there's hardly anything that can shake you up. 5 + 5 -5 -3 - 5 + 6 10 30 1 5 + 3 + 15 + 20 5 -5 + 5 15 + 20 + 20 + 8 2 + -7 1 1 @@ -3038,9 +3334,12 @@ Red Army Red Army With Russian stoicism, the Red Army prevailed against Hitler, Father Frost, and chronic shortages. - 5 + 4 2 + 8 5 + -3 + -2 3 10 3 @@ -3059,13 +3358,19 @@ Red Army Red Army The Red Army prevailed against Hitler, Father Frost, and chronic shortages. - 5 + 4 + 2 + 8 + 5 + -3 + -2 3 10 3 20 3 15 + 3 10 1 1 @@ -3076,6 +3381,12 @@ Red Army Red Army The Red Army prevailed against Hitler, Father Frost, and chronic shortages + 4 + 2 + 8 + 5 + -3 + -2 3 10 3 @@ -3099,6 +3410,8 @@ 3 5 2 + 10 + 5 3 10 1 @@ -3123,19 +3436,29 @@ 175 - Surgeon - Surgeon + Surgeon/Refugee + Surgeon/Refugee Leaving your homeland has left you bitter. Learning to cut human flesh relieved your pain. + 3 10 + 8 10 10 - 5 + -5 + -3 + 3 + 2 + 2 + 2 + 2 3 8 3 3 3 - 10 + 25 + 3 + -5 1 1 @@ -3144,12 +3467,12 @@ 176 Circus Artist Circus Artist - Let's hope you are as good evading bullets as you are evading knifes while tied to a board. - 10 - 8 - 4 - 5 - 10 + Let's hope you are as good at evading bullets as you are at evading knifes while tied to a board. + 8 + 10 + 10 + 20 + 10 2 1 1 @@ -3170,7 +3493,6 @@ 8 80 5 - 1 1 1 -2 @@ -3183,7 +3505,6 @@ The Studies and Observations Group was a classified special forces unit conducting unconventional warfare in Vietnam. 2 4 - 4 5 5 5 @@ -3203,10 +3524,11 @@ Mad Bomber Mad Bomber Explosives experts are hard to find . . . but everyone wishes they hadn't found this one! - 5 - -5 - -10 - 5 + 3 + 3 + -6 + -9 + 9 33 66 1 @@ -3215,6 +3537,10 @@ 20 100 -50 + -50 + 50 + -50 + 100 1 1 1 @@ -3241,7 +3567,7 @@ 181 Wrestler Wrestler - It might be more of a spectacle than actual fight, but getting thrown around a ring without breaking a neck still takes a lot of skill. + It might be more of a spectacle than actual fighting, but getting thrown around a ring without breaking a neck still takes a lot of skill. 3 5 2 @@ -3255,6 +3581,8 @@ 75 5 -5 + 5 + 10 1 1 @@ -3273,6 +3601,8 @@ -5 10 -10 + -5 + 10 -20 1 1 @@ -3282,23 +3612,17 @@ 183 Veteran Mercenary/Undertaker - Vet Merc/Undertaker - When you've seen it all, nothing can frighten you anymore. - 5 + Vet/Undertaker + Pops has seen it all. What's left to frighten him? 5 -25 -2 - 3 20 10 - 5 - 3 -5 - 5 15 - 7 100 - 400 + 600 1 1 1 @@ -3306,17 +3630,17 @@ 184 - Construction/Poor Shot - Construction/Poor Shot - Due to extreme shortsightedness Wally is a poor shot with next to no chance of improvement. + Smith/Poor Shot + Smith/Poor Shot + Due to extreme short-sightedness Wally is a poor shot with next to no chance of improvement. 8 10 + 10 + 8 -10 -10 -5 -10 - 20 - 50 1 1 @@ -3327,6 +3651,7 @@ Surgeon Everyone can cut human flesh - but sewing it back is a quest for the best! 10 + 8 10 10 -5 @@ -3341,7 +3666,7 @@ 186 General Practitioner GP - Versatile and educated doctor can save a human life no matter what his patient caught - a virus or a bullet. + A versatile and educated doctor can save a human life, no matter what his patient caught - a virus or a bullet. 1 5 10 @@ -3350,10 +3675,9 @@ -5 -5 -2 - 5 5 20 - 20 + 10 2 1 1 @@ -3363,25 +3687,18 @@ 187 Office Worker/Snitch Office Worker - Air conditioning, watered down coffee and some papers to push - what else can you expect from life? - -3 - 3 - 1 + Air conditioning, watered-down coffee, and some papers to push - what else can you expect from life? 1 -10 2 - -5 -5 -5 - 10 10 -5 - -5 - -3 50 + 80 -10 -30 - 100 1 1 1 @@ -3414,7 +3731,6 @@ Pretender Pretender Pretending to be anything and everything he is not, nobody knows who he actually is. - 6 -5 10 10 @@ -3425,6 +3741,9 @@ -10 3 3 + 6 + -3 + 3 -3 1 1 @@ -3462,15 +3781,12 @@ 191 Technical Wizard Tech Whiz - No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. - 8 - 8 + No matter if it's thirty-years-old junk or the latest electronic gadget, a tech whiz can rewire, reassemble and reconfigure it with their eyes closed. 25 1 -10 - 75 - -20 - 30 + 80 + 50 1 1 @@ -3518,30 +3834,17 @@ 196 Metaviran Native Metavira - The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. - -5 - -3 - -3 - 3 - 3 - 3 - 3 - 3 - 3 + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners and sought their luck elsewhere. + 5 + -5 + 5 -10 - 5 - 10 - 7 7 5 20 - 3 - 3 - 25 5 20 - 20 - -20 + 70 1 1 @@ -3550,7 +3853,7 @@ 197 Metaviran Native Metavira - The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners, and sought their luck elsewhere. + The indigenous people of Metavira have adjusted to the hostile jungle there. After the liberation, some joined the foreigners and sought their luck elsewhere. -5 -3 -3 @@ -3559,8 +3862,6 @@ 3 3 3 - 3 - 3 -10 5 10 @@ -3572,8 +3873,6 @@ 3 25 5 - 20 - -20 1 1 @@ -3582,14 +3881,12 @@ 198 Metaviran Shaman Shaman - Leaders of their communities since ages long forgotten, shamans posess medical knowledge unknown to western eyes. + Leaders of their communities since ages long forgotten, shamans possess medical knowledge unseen by western eyes. 3 3 3 3 -3 - 3 - 3 -10 10 3 @@ -3604,8 +3901,6 @@ 50 30 30 - 100 - -20 1 1 @@ -3754,11 +4049,20 @@ 1 + 215 - Placeholder - Placeholder - Not needed! + Split personality + Split personality + Since contracting PTSD, Buns involuntarily switches to a second personality under high stress. Her alternate persona is highly aggressive. + 6 + 20 + 10 + 20 + 10 + 5 + -25 + 1 1 1 @@ -3801,8 +4105,6 @@ 3 5 5 - 5 - 8 1 1 1 @@ -3812,22 +4114,14 @@ 220 Postal Worker Postal Worker - Through rain, snow, sleet and hail the mail must get through - and IT NEVER STOPS! - 2 - 2 + Through rain, snow, sleet and hail, the mail must get through - and IT NEVER STOPS! + 2 4 - 2 - 2 - 2 - 2 - 2 - 3 + 10 10 - 2 - 2 -20 - 20 - 20 + -20 + 1 1 1 @@ -3837,10 +4131,6 @@ Serial Killer Serial Killer There are different accounts of how you've managed to leave the confinement, but everyone agrees - you should go back. - 6 - -6 - 6 - -9 9 6 1 @@ -3861,8 +4151,6 @@ -50 1 3 - 50 - -20 1 1 @@ -3871,7 +4159,7 @@ 222 Veteran Mercenary/Snitch Vet Merc/Snitch - You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + You were already famous in this business before those youngsters were even born. After years of battle, there's hardly anything that can shake you up. 5 5 -5 @@ -3888,15 +4176,16 @@ 5 -20 1 + -7 1 1 223 - Military Brat - Brat - With Gary as a brother is it any wonder that Larry drinks so hard? + Military Brat/Snitch/Bomber + Brat/Snitch/Bomber + With Gary as a brother, is it any wonder that Larry drinks so hard? 6 1 10 @@ -3911,6 +4200,7 @@ 1 50 2 + 1 50 2 1 @@ -3930,9 +4220,11 @@ -5 -10 10 + 20 + -20 10 + 20 1 - -20 1 1 @@ -3941,7 +4233,7 @@ 225 Nurse/Snitch Nurse/Snitch - While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + While not full-blown doctors, nurses are still in high demand in warzones, due to that grim business. 3 7 10 @@ -3949,9 +4241,9 @@ -10 -3 -5 - 5 5 30 + 10 50 10 1 @@ -3966,7 +4258,7 @@ 226 Veteran Mercenary Veteran Merc - You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + You were already famous in this business before those youngsters were even born. After years of battle, there's hardly anything that can shake you up. 5 5 -5 @@ -3980,6 +4272,7 @@ 15 5 -20 + -7 1 1 @@ -3999,6 +4292,7 @@ -4 -4 -4 + -4 -4 -4 -4 @@ -4007,7 +4301,6 @@ -10 -10 1 - -50 2 1 1 @@ -4018,7 +4311,6 @@ Battlefield Medic Battlefield Medic Everyone can cut human flesh - but sewing it back while under fire is a quest for the best! - 6 5 5 1 @@ -4026,8 +4318,6 @@ 7 15 15 - -10 - 20 1 1 @@ -4045,12 +4335,11 @@ 2 2 2 - 2 - 5 7 7 -10 -10 + 5 6 5 1 @@ -4061,23 +4350,26 @@ 230 Veteran Mercenary/Car Mechanic Vet Merc/Mechanic - Very useful, as long as you HAVE a car. + A car mechanic is very useful, as long as you actually have a car. 3 6 5 -5 8 3 + -2 10 6 12 12 + 10 5 5 3 -5 15 5 + -20 1 1 1 @@ -4091,7 +4383,6 @@ 3 5 3 - 5 5 -3 10 @@ -4099,8 +4390,13 @@ 5 3 3 + -10 + 5 + 10 + -10 10 10 + 20 5 10 1 @@ -4121,6 +4417,7 @@ 14 14 10 + 4 2 1 1 @@ -4130,7 +4427,7 @@ 233 Veteran Ranger/Mercenary Veteran Ranger/Merc - The Rangers form the elite of US Army infantry. + The Rangers form the elite of the US Army infantry. 8 2 6 @@ -4159,7 +4456,6 @@ 5 5 10 - 5 5 8 2 @@ -4169,12 +4465,11 @@ 5 -6 -6 + -1 2 20 3 1 - 20 - 20 1 1 1 @@ -4185,7 +4480,7 @@ 235 Competitive Shooter Competitive Shooter - Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's eyes. + Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's-eyes. 8 3 9 @@ -4217,7 +4512,7 @@ 237 Veteran Mercenary Veteran Mercenary - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. 5 3 3 @@ -4235,6 +4530,7 @@ 5 15 -20 + -5 1 1 @@ -4260,9 +4556,11 @@ 5 10 10 + 20 + 10 3 3 - 1 + 1 1 1 1 @@ -4278,6 +4576,7 @@ 1 -10 -5 + -5 10 10 3 @@ -4286,8 +4585,6 @@ 1 1 100 - 20 - -20 1 1 @@ -4297,7 +4594,6 @@ Lawyer/Snitch Lawyer A somewhat unorthodox background for a mercenary, former lawyers might be useful when there's a deal to be made on a knife's edge. - 10 10 -5 -5 @@ -4305,12 +4601,11 @@ -3 3 -3 - 3 100 1 - 1 3 20 + 40 1 1 @@ -4319,8 +4614,7 @@ 241 Pyrotechnician Pyrotechnician - When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. - 6 + When you want to break an enemy's morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. 3 3 5 @@ -4330,7 +4624,6 @@ 1 20 1 - -10 1 1 @@ -4342,13 +4635,13 @@ Everyone can cut human flesh - but sewing it back is a quest for the best! 10 8 - -10 10 10 -5 -5 5 25 + 2 1 1 @@ -4365,7 +4658,6 @@ 10 8 1 - 1 1 1 @@ -4373,17 +4665,21 @@ 244 Convicted Watergate Burglar - Burglar - Getting in and especially out of buildings unnoticed requires a specific set of skills. + Convict/Burglar + Well, that didn't go as planned. 5 5 - 5 + 1 -10 + 2 + 10 5 + 5 + 5 + 3 5 1 20 - 30 1 1 1 @@ -4400,6 +4696,8 @@ 10 -3 -3 + -15 + -15 -15 10 10 @@ -4412,7 +4710,7 @@ 246 Venezuelan Rebel Venezuelan Rebel - The rebellion against the imperialists has succeeded in his country so Hector has become a mercenary rebel. + The rebellion against the imperialists has succeeded in his country so Hector has since become a mercenary rebel. -5 -3 3 @@ -4433,7 +4731,7 @@ 247 Priest Priest - Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + Many devout followers of any religion or cult are surprisingly violent and zealous if pushed into the right (or wrong) direction. 3 10 10 @@ -4447,9 +4745,10 @@ -5 -5 10 + 10 + -10 + 10 1 - 20 - 20 2 1 1 @@ -4463,7 +4762,6 @@ 4 5 10 - 5 5 5 5 @@ -4481,16 +4779,12 @@ 249 Surveillance Expert Surveillance Expert - An expert in both legal and illegal observation methods. Curiously, his resume never states where he learned all this. - 10 - 5 - 10 - 2 + A expert in both legal and illegal observation methods. Curiously, his resume never states where he learned all this. + 15 + 2 2 - 10 20 30 - 20 1 1 @@ -4499,7 +4793,7 @@ 250 Veteran Mercenary Veteran Mercenary - You were already famous in this business before those youngsters were even born. After years of battles, there's hardly anything that can shake you up. + You were already famous in this business before those youngsters were even born. After years of battle, there's hardly anything that can shake you up. 5 5 -5 @@ -4521,7 +4815,7 @@ 251 Pyrotechnician Pyrotechnician - When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. + When you want to break an enemy's morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. 3 3 5 @@ -4545,6 +4839,8 @@ 30 10 1 + 15 + -10 -20 5 10 @@ -4567,7 +4863,6 @@ 100 2 50 - 20 1 1 @@ -4583,17 +4878,17 @@ 255 - Graduate - Graduate - Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. - 5 + Graduate/Bomber + Graduate/Bomber + Fresh out of school, with a diploma still warm in hand, it's time to finally make yourself a living. 10 - -5 + -7 30 1 + -10 50 - 20 1 + 10 1 1 @@ -4602,7 +4897,7 @@ 256 Arms Dealer Arms Dealer - Experience earned in years of arms trade leads to better deals when buying and selling guns. + Experience earned in years of arms trading leads to better deals when buying and selling guns. 2 5 10 @@ -4643,7 +4938,7 @@ 259 Gang Member Gang Member - Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better. + Becoming a mercenary is a natural step for many gang members - job's the same, the tools and pay are much better. 2 2 10 @@ -4652,15 +4947,13 @@ 3 3 3 - 20 - + 260 Convict Convict Anyone surviving in a merciless prison is bound to be more dangerous on release - if he survives that long. 10 - 5 10 5 2 @@ -4687,7 +4980,7 @@ 262 Nobility Nobility - Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. + Some people do not join this business out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy. 1 2 10 @@ -4714,13 +5007,12 @@ 50 10 20 - 40 264 Pilot Pilot - Used to physical stress over long periods, some pilots find the transition to ground combat surprisingly easy. + Used to physical stress over long periods of time, some pilots find the transition to ground combat surprisingly easy. 3 5 5 @@ -4735,7 +5027,7 @@ 265 Priest Priest - Many devout followers of any religion or cult area surprisingly violent and zealous if pushed in the right (or wrong) direction. + Many devout followers of any religion or cult are surprisingly violent and zealous if pushed into the right (or wrong) direction. 3 10 5 @@ -4752,14 +5044,12 @@ 10 -10 10 - 20 - 20 266 Nurse Nurse - While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business. + While not full-blown doctors, nurses are still in high demand in warzones, due to that grim business. 3 7 -5 @@ -4768,7 +5058,6 @@ -10 -3 -5 - 5 5 30 10 @@ -4790,7 +5079,7 @@ 268 Skydiver Skydiver - If you want to put your life to risk, might as well earn cash by it... + If you want to put your life at risk, might as well earn cash by doing so... 4 2 -3 @@ -4855,7 +5144,7 @@ 272 Bomber Bomber - Wether you call them terrorists or freedom fighters often depends on your relation to those killed. + Whether you call them terrorists or freedom fighters often depends on your relation towards those killed. 6 10 10 @@ -4933,13 +5222,12 @@ 5 8 1 - 20 - + 278 UN Peacekeeper UN - Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statment is false. + Nations of the entire world provide these troops to solve all conflicts without any violence. Sadly, this statement is false. 2 2 2 @@ -4979,7 +5267,7 @@ 280 Guerilla Guerilla - You are well trained in evading enemy forces and hitting them where they least expect it. + You are well-trained in evading enemy forces and striking where they least expect it. 2 1 3 @@ -5036,7 +5324,7 @@ 283 Paramilitary Instructor Instructor - Just like boyscouts. But with violence. So not like boyscouts at all. + Just like boyscouts. But with violence. So not really like boyscouts at all. 5 3 5 @@ -5081,13 +5369,13 @@ 20 7 3 - 200 - + 500 + 286 Veteran Veteran - You've been on one or two tours of duty, and know trouble when you see it. + You've been on one or two tours of duty and know trouble when you see it. 5 5 -5 @@ -5101,6 +5389,7 @@ 5 5 5 + -2 287 @@ -5139,7 +5428,7 @@ 289 Competitive Shooter Competitive Shooter - Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's eyes. + Some people display a knack for shooting, and a disturbing aggression against innocent paper bull's-eyes. 2 8 3 @@ -5164,13 +5453,12 @@ 5 15 5 - 20 291 Car Mechanic Car Mechanic - Very useful, as long as you HAVE a car. + Car mechanics are very useful, as long as you actually have a car. 3 6 -2 @@ -5229,13 +5517,12 @@ -10 -30 20 - 100 295 Backstage Crew Backstage Crew - Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield? + Blasting sounds, fireworks, screaming people - isn't it odd how similar an acting stage is to the battlefield? 3 15 10 @@ -5248,7 +5535,7 @@ 296 Technical Wizard Tech Whiz - No matter if it's a thirty years old junk or latest electronic gadget, tech whiz can rewire, reassemble and reconfigure it with eyes closed. + No matter if it's thirty-years-old junk or the latest electronic gadget, a tech whiz can rewire, reassemble, and reconfigure it with their eyes closed. 8 8 -3 @@ -5256,14 +5543,12 @@ 25 1 -10 - 50 - 20 - + 297 Graduate Graduate - Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living. + Fresh out of school, with a diploma still warm in hand, it's time to finally make yourself a living. 3 -3 10 @@ -5274,13 +5559,12 @@ -10 -5 25 - 20 298 Professional Thief Thief - When offered to take it or leave it, you always chose 'take'. + When offered to take it or leave it, you always choose 'take'. 5 5 1 @@ -5330,7 +5614,7 @@ 301 Pyrotechnician Pyrotechnician - When you want to break enemy morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. + When you want to break an enemy's morale by blowing up his privy, it's time to get yourself a qualified pyrotechnician. 3 3 5 @@ -5345,7 +5629,7 @@ 302 Sapper Sapper - Sapper can make only two mistakes in his life. The first one is a career choice. + A sapper can only make two mistakes in his life. The first one is his career choice. 3 3 5 @@ -5392,7 +5676,7 @@ 304 Redneck Redneck - When the Confederacy lost the war your family moved further south . . . and is still fighting . . . everybody. + When the Confederacy lost the war, your family moved further south . . . and is still fighting . . . everybody. 3 3 3 @@ -5417,7 +5701,7 @@ 305 Stalker Stalker - Creepy, relentless and socially handicapped - it is only a matter of time before they put you away. + Creepy, relentless, and socially handicapped - it is only a matter of time before they put you away. -9 6 10 @@ -5433,14 +5717,13 @@ 20 2 2 - 20 1 306 Academic Academic - Most of your knowledge comes from the books and secondhand reports - and it didn't prepare you for a grim reality of a war zone as well as you thought. + Most of your knowledge comes from books and secondhand reports - and it didn't prepare you for a grim reality of a war zone as well as you thought. 5 -3 10 @@ -5452,7 +5735,6 @@ -5 -7 25 - 20 307 @@ -5468,13 +5750,12 @@ -50 50 -50 - 50 - + 308 Wrestler Wrestler - It might be more of a spectacle than actual fight, but getting thrown around a ring without breaking a neck still takes a lot of skill. + It might be more of a spectacle than actual fighting, but getting thrown around a ring without breaking a neck still takes a lot of skill. 3 5 2 @@ -5495,7 +5776,7 @@ 309 General Practitioner GP Doctor - Versatile and educated doctor can save a human life no matter what his patient caught - a virus or a bullet. + A versatile and educated doctor can save a human life, no matter what his patient caught - a virus or a bullet. 5 10 10 @@ -5503,7 +5784,6 @@ -5 -3 -2 - 5 5 20 10 @@ -5526,7 +5806,7 @@ 311 Mercenary Mercenary - While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are. + While most may prefer an easy, safe life, you've chosen the life of a gun for hire - and embraced it. This is who you really are. 2 3 3 @@ -5535,6 +5815,7 @@ 10 10 3 + -5 312 @@ -5554,6 +5835,7 @@ 5 15 -20 + -7 313 @@ -5620,13 +5902,12 @@ 20 200 1 - 30 317 Black Bloc Black Bloc - Peaceful protest direct actions did not have the results you wanted so you have turned to violent direct action as a mercenary. + Peaceful protests did not have the results you wanted so you have turned to violent direct action as a mercenary. 4 4 10 @@ -5711,7 +5992,7 @@ 321 Aid worker Aid worker - You've been in much, MUCH worse situations for several well-known aid organisations. + You've been in much, MUCH worse situations, working for several well-known aid organisations. 6 2 10 @@ -5720,7 +6001,5 @@ 5 30 25 - 50 - 30 \ No newline at end of file diff --git a/Data-Bigmaps/TableData/CampaignStatsEvents.xml b/Data-Bigmaps/TableData/CampaignStatsEvents.xml index 1781ebc..db9f068 100644 --- a/Data-Bigmaps/TableData/CampaignStatsEvents.xml +++ b/Data-Bigmaps/TableData/CampaignStatsEvents.xml @@ -126,8 +126,8 @@ 8 - (Ministry for Arulcan Information Distribution) One again, the so-called 'liberators' of Arulco have sunk to a new low. - Insurgents forces overran the Tixa High Security Facility, butchered the entire guard force along with civilian contractors, and freed a number of dangerous criminals. + (Ministry for Arulcan Information Distribution) Once again, the so-called 'liberators' of Arulco have sunk to a new low. + Insurgent forces overran the Tixa High Security Facility, butchered the entire guard force along with civilian contractors, and freed a number of dangerous criminals. Tixa has no strategic value, apart from the inmates themselves. Not content with pressing the entire country into open warfare, the insurgents were keen to broaden their ranks with other known terrorists, murderers and rapists. This once again proves, without a doubt, the malicious intent of those that conspire against Arulco. General Humphey, Army Chief of Staff, has vowed firm but measured responses to this unprovoked attack. "We will not rest until the perpetrators have been brought to justice. These men were sentenced to lengthy prison in due course of justice, and that's where we'll return them once we've recaptured them." @@ -198,9 +198,9 @@ 13 (Balime/Arulco) In a particular painful blow to the Deidranna regime, rebel forces have seized the southern coastal town of Balime. Balime, heartland of Deidranna's followers, is one of the most developed cities in Arulco and had so far been spared of most of the violence of this conflict. - The city is home to the rich and influential elite of Arulco that forms the backbone of the regime's support. Consequently, loyalty to Deidranna is beleived to remain high. + The city is home to the rich and influential elite of Arulco that forms the backbone of the regime's support. Consequently, loyalty to Deidranna is believed to remain high. The strategic value, however, is smaller than that of other cities, as Balime had little economic activity beyond the import of luxury goods. - Given the local's unwillingness to to join the rebellion, it is unclear for how long the rebels can hold the city, especially as the army seems eager to retake it. + Given the locals' unwillingness to to join the rebellion, it is unclear for how long the rebels can hold the city, especially as the army seems eager to retake it. It is feared that elements of the rebellion will use this opportunity to retaliate against those they perceived as oppressors here. Tensions are running high, and many have fled the city seeking shelter in Meduna. Reports that the museum, which houses unique artifacts of Arulco's history, has already been looted are widespread but cannot be confirmed at this time. diff --git a/Data-Bigmaps/TableData/CivGroupNames.xml b/Data-Bigmaps/TableData/CivGroupNames.xml index b187f67..c623357 100644 --- a/Data-Bigmaps/TableData/CivGroupNames.xml +++ b/Data-Bigmaps/TableData/CivGroupNames.xml @@ -1,8 +1,10 @@ diff --git a/Data-Bigmaps/TableData/EnemyRank.xml b/Data-Bigmaps/TableData/EnemyRank.xml index 1193a7a..2897840 100644 --- a/Data-Bigmaps/TableData/EnemyRank.xml +++ b/Data-Bigmaps/TableData/EnemyRank.xml @@ -22,42 +22,48 @@ Enabled - show/hide rank 3 1 3 - Private 1st Cl + Corporal 4 1 4 - Lance Corporal + Sergeant 5 1 5 - Corporal + Staff Sergeant 6 1 6 - Sergeant + Master Sergeant 7 1 7 - Staff Sergeant + Lieutenant 8 1 8 - Master Sergeant + Captain 9 1 9 - Sergeant Major + Major + + + 10 + 1 + 10 + Colonel \ No newline at end of file diff --git a/Data-Bigmaps/TableData/HiddenNames.xml b/Data-Bigmaps/TableData/HiddenNames.xml index 69ba4f6..1436632 100644 --- a/Data-Bigmaps/TableData/HiddenNames.xml +++ b/Data-Bigmaps/TableData/HiddenNames.xml @@ -356,7 +356,7 @@ 71 - Combat Jeep + Combat jeep 1 @@ -846,8 +846,8 @@ 169 - - 1 + PGmale4 + 0 170 @@ -961,17 +961,17 @@ 192 - + PGmale5 0 193 - + PGmale6 0 194 - + PGmale7 0 @@ -996,7 +996,7 @@ 199 - + Jeep 0 @@ -1076,7 +1076,7 @@ 215 - + Buns 0 @@ -1087,12 +1087,12 @@ 217 - 1 + 0 218 - 1 + 0 219 @@ -1147,7 +1147,7 @@ 229 Manuel - 0 + 1 230 diff --git a/Data-Bigmaps/TableData/IMPPortraits.xml b/Data-Bigmaps/TableData/IMPPortraits.xml index 8d67bed..c27679d 100644 --- a/Data-Bigmaps/TableData/IMPPortraits.xml +++ b/Data-Bigmaps/TableData/IMPPortraits.xml @@ -1,3 +1,57 @@ + + @@ -299,4 +353,4 @@ 5 0 - + \ No newline at end of file diff --git a/Data-Bigmaps/TableData/LoadScreenHints.xml b/Data-Bigmaps/TableData/LoadScreenHints.xml index 4e8b5b9..1003603 100644 --- a/Data-Bigmaps/TableData/LoadScreenHints.xml +++ b/Data-Bigmaps/TableData/LoadScreenHints.xml @@ -54,39 +54,39 @@ The other tags determine in what category this hint falls, and will be displayed 7 - If a 'M' appears on your gun, that means it is currently mounted onto something, resulting in better stability. + If an 'M' appears on your gun, that means it is currently mounted onto something, resulting in better stability. 1 8 - Press [CTRL]+[Z] to lock/release mouse cursor in windowed mode. Useful when exiting a sector in the tactical screen. + Press [CTRL]+[Z] to lock/release the mouse cursor in windowed mode. Useful when exiting a sector in the tactical screen. 1 9 - Doorway blocked? Press [X] when beside someone to swap places. + Doorway blocked? Press [X] when standing next to someone to swap places. 1 10 - Need help? Help yourself by pressing [H] in strategic screen. And visit the helpful bears at www.bears-pit.com + Need help? Help yourself by pressing [H] in strategic screen. And visit the helpful bears at www.bears-pit.com. 1 1 11 - Turn the wheel to your fortune. Increase Chance To Hit (CtH) in all fire modes with the [MOUSE-WHEEL]. [ALT]+[MOUSE-WHEEL] sets size of auto-fire volley. + Turn the wheel to your fortune. Increase your Chance to Hit (CtH) in all fire modes with the [MOUSE-WHEEL]. [ALT]+[MOUSE-WHEEL] sets the size of auto-fire volleys. 1 12 - Some sectors offer facilities like bars or mines that you can assign mercs to in strategic screen. Tool tips hinting at facility's function appear when assigning a merc. + Some sectors offer facilities like bars or mines that you can assign mercs to in the strategic screen. Tool tips hinting at a facility's function appear when assigning a merc. 1 1 13 - Guild of thieves. Steal opponent's gun with the hand-cursor [CTRL]+[LEFT-MOUSE-BUTTON]. If enemy is kissing the dust in a non-dying state you may strip off everything. + Guild of thieves. Steal an opponent's gun with the hand-cursor [CTRL]+[LEFT-MOUSE-BUTTON]. If an enemy is kissing the dust in a non-dying state you may strip off everything. 1 1 @@ -97,12 +97,12 @@ The other tags determine in what category this hint falls, and will be displayed 15 - Holding [END] in tactical screen shows currently selected merc's detailed field of vision, ranging from red (cannot spot anyone) to green (spot somebody lying prone). + Holding [END] in the tactical screen shows the currently selected merc's detailed field of vision, ranging from red (cannot spot anyone) to green (spot somebody lying prone). 1 16 - Red Alert! Holding [DEL] in tactical screen shows how well enemies you know of can see the selected merc, ranging from red (will be seen even if prone) to green (perfect concealment). + Red Alert! Holding [DEL] in the tactical screen shows how well enemies you know of can see the selected merc, ranging from red (will be seen even if prone) to green (perfect concealment). 1 @@ -122,7 +122,7 @@ The other tags determine in what category this hint falls, and will be displayed 20 - While in sector inventory, [CTRL]+[LEFT-MOUSE-BUTTON] on merc's empty inventory slots for a categorized list of items in that sector. + While in sector inventory, [CTRL]+[LEFT-MOUSE-BUTTON] on a merc's empty inventory slots for a categorized list of items in that sector. 1 @@ -137,12 +137,12 @@ The other tags determine in what category this hint falls, and will be displayed 23 - Press [CTRL]+[X] to enter turn-based mode while real-time sneaking is active. Only works when you see enemy soldiers. + Press [CTRL]+[X] to enter turn-based mode while real-time sneaking is active. This only works when you see enemy soldiers. 1 24 - Illuminate night time enemies with flares to increase your chance of shooting them. + Illuminate nighttime enemies with flares to increase your chance of shooting them. 1 @@ -162,7 +162,7 @@ The other tags determine in what category this hint falls, and will be displayed 28 - Afraid enemy will interrupt you? Shoot their legs and hope they fall. + Afraid enemies will interrupt you? Shoot their legs and hope they'll fall. 1 @@ -183,7 +183,7 @@ The other tags determine in what category this hint falls, and will be displayed 32 - Merge alcohol with rag to create a molotov cocktail. + Merge alcohol with a rag to create a molotov cocktail. 1 @@ -244,7 +244,7 @@ The other tags determine in what category this hint falls, and will be displayed 44 - Pressing [SHIFT]+[R] in tactical screen orders your entire team to reload. + Pressing [SHIFT]+[R] in the tactical screen orders your entire team to reload. 1 @@ -284,7 +284,7 @@ The other tags determine in what category this hint falls, and will be displayed 52 - Doctors can instantly restore some life lost via surgery - but this will drain your medical supplies a lot. + Doctors can instantly restore some lost life via surgery - but this will drain your medical supplies. 1 @@ -299,27 +299,27 @@ The other tags determine in what category this hint falls, and will be displayed 55 - At the start of the combat use [SHIFT]+[B] shortcut to drop all backpacks your mercs carry. At the end of combat use [CTRL]+[SHIFT]+[F] shortcut to pick them all back up. + At the start of combat use [SHIFT]+[B] to drop all backpacks your mercs carry. At the end of combat use [CTRL]+[SHIFT]+[F] to pick them all back up. 1 56 - You can destroy blue flags on mines by throwing grenades on them. Enemy may step on unflagged mine. Then again, you might too. + You can destroy blue flags on mines by throwing grenades on them. Enemies may step on unflagged mines. Then again, you might too. 1 57 - Press [L] to look at direction. Press [L] again to ready weapon and look through a scope if your gun has any scope or iron sights. + Press [L] to look into a direction. Press [L] again to ready your weapon and look through a scope, if your gun has any scope or iron sights. 1 58 - Always try to end turn with your mercs at least crouched. It protects you from unintentional friendly fire. + Always try to end a turn with your mercs at least crouched. It protects you from unintentional friendly fire. 1 59 - You can spray an area with auto fire. Just select auto fire, chose how many bullets you want to fire, press and hold [LEFT-MOUSE-BUTTON] on first target and drag it around the desired area. + You can spray an area with auto fire. Just select auto fire, choose how many bullets you want to fire, press and hold [LEFT-MOUSE-BUTTON] on the first target, and drag it around the desired area. 1 1 @@ -330,7 +330,7 @@ The other tags determine in what category this hint falls, and will be displayed 61 - Bipods only give bonuses if you are lying prone or when gun is mounted on something. + Bipods only give bonuses if you are lying prone or when the gun is mounted onto something. 1 @@ -350,7 +350,7 @@ The other tags determine in what category this hint falls, and will be displayed 65 - Mobile militia can follow mercs while travelling on map as long as a merc group is one sector from them. Wait for them to arrive at your position. + Mobile militia can follow mercs while travelling on the map as long as a merc group is one sector away from them. Wait for them to arrive at your position. 1 @@ -365,7 +365,7 @@ The other tags determine in what category this hint falls, and will be displayed 68 - On top of the sector inventory screen, there are buttons that help sort and filter items. Hanging mouse over each button will show explanation for that button. + On top of the sector inventory screen, there are buttons that help sort and filter items. Hanging your mouse over each button will show an explanation for that button. 1 1 @@ -396,12 +396,12 @@ The other tags determine in what category this hint falls, and will be displayed 74 - Press [O] opens up the options menu in game. + Press [O] to open up the options menu in-game. 1 75 - Press [ALT]+[S] to quicksave the game in a quicksave slot. [ALT]+[L] will quickload game from quicksave slot. + Press [ALT]+[S] to quicksave the game in a quicksave slot. [ALT]+[L] will quickload from the quicksave slot. 1 @@ -411,12 +411,12 @@ The other tags determine in what category this hint falls, and will be displayed 77 - In the main menu holding [ALT] while clicking 'Continue saved game' option will instantly load the last saved game. + In the main menu, holding [ALT] while clicking the 'Continue saved game' option will instantly load the last saved game. 1 78 - Yellow shirts are admin troops and police that have poor equipment and weapons and get replaced by regulars not long after you arrive in Arulco. + Yellow shirts are admin troops and police that have poor equipment and weapons, and get replaced by regulars not long after you arrive in Arulco. 1 @@ -451,22 +451,22 @@ The other tags determine in what category this hint falls, and will be displayed 85 - Stun grenades can help you render enemy helpless. You can steal equipment from helpless enemies. + Stun grenades can help you render enemies helpless. You can steal equipment from helpless enemies. 1 86 - Try to stun or suppress enemies before throwing tear gas grenade at them. That will prevent them from getting out of the gas cloud or using gas masks. + Try to stun or suppress enemies before throwing a tear gas grenade at them. That will prevent them from getting out of the gas cloud or using gas masks. 1 87 - Always check if an enemy has a gas mask before using tear gas. Hold [ALT] key while targeting enemy to see his details. The level of details depends on the distance from the selected merc. + Always check if an enemy has a gas mask before using tear gas. Hold [ALT] while targeting an enemy to see his details. The level of details depends on the distance from the selected merc. 1 88 - Make sure you have your gun fully loaded at all times with [ALT]+[R]. + Make sure you keep your gun fully loaded at all times with [ALT]+[R]. 1 @@ -476,7 +476,7 @@ The other tags determine in what category this hint falls, and will be displayed 90 - If trees get in your LOS (line of sight), press [T] to clear things up. You can press the [DELETE] key to get a better feel for your surroundings. + If trees get in your LoS (Line of Sight), press [T] to clear things up. You can press the [DELETE] key to get a better feel for your surroundings. 1 @@ -496,7 +496,7 @@ The other tags determine in what category this hint falls, and will be displayed 94 - Pay attention to what mercs hear, it can save you a whole lotta pain if you know where they're coming from! + Pay attention to what mercs hear, it can save you a whole lot of pain if you know where they're coming from! 1 @@ -516,27 +516,27 @@ The other tags determine in what category this hint falls, and will be displayed 98 - Press [ALT]+[Z] to order all your mercs to stealth mode, and [=] to select them all. + Press [ALT]+[Z] to order all your mercs into stealth mode, and [=] to select them all. 1 99 - Relying on sound is even more important at night. Without the proper equipment, you'll hear more than you can see. + Relying on sound is even more important at night. Without the proper equipment you'll hear more than you can see. 1 100 - Night operations are probably your best bet early on, if you are relying on pistols and SMGs. + Night operations are probably your best bet early on, when you are relying on pistols and SMGs. 1 101 - Press [CTRL]+[ALT]+[G] to toggle on/off the artificial light around the mercs. + Press [G] to toggle the artificial light around mercs on and off. 1 102 - If you get caught in a thunder storm, be on your toes, a flash of lightning can give away your position and the rain makes it harder to see. + If you get caught in a thunderstorm, be on your toes: A flash of lightning can give away your position and the rain makes it harder to see. 1 @@ -546,7 +546,7 @@ The other tags determine in what category this hint falls, and will be displayed 104 - Every move you make, determines how the battle unfolds. + Every move you make determines how the battle unfolds. 1 @@ -556,7 +556,7 @@ The other tags determine in what category this hint falls, and will be displayed 106 - When moving on a roof top, try to move in straight lines, moving diagonally can slow you down. + When moving around on a rooftop, try to move in straight lines; moving diagonally can slow you down. 1 @@ -576,12 +576,12 @@ The other tags determine in what category this hint falls, and will be displayed 110 - Each mercenary has different approach effectiveness when talking to an NPC. Different backgrounds may have an effect on them too. Don't expect Biff to be effective at threatening people. + Each mercenary has a different approach and effectiveness when talking to an NPC. Different backgrounds may have an effect on them too. Don't expect Biff to be effective at threatening people. 1 111 - Each mercenary has different sleeping pattern ranging from 3 to 12 hours to fully restore energy. The "Night Ops" trait reduces this time. + Each mercenary has a different sleeping pattern, ranging from 3 to 12 hours to fully restore energy. The "Night Ops" trait reduces this time. 1 @@ -601,32 +601,32 @@ The other tags determine in what category this hint falls, and will be displayed 115 - Game manuals, hotkey list, map editor tutorial and more useful documents can be found in the "Docs" folder in your JA2 installation directory. + Game manuals, a hotkey list, a map editor tutorial, and more useful documents can be found in the "Docs" folder in your JA2 installation directory. 1 116 - Game resolution and playing of intro movies can be tweaked in "Ja2.ini". + Game resolution and the playing of intro movies can be tweaked in "Ja2.ini". 1 117 - Do you want to fight against real players or cooperate teamwork with your friends? Try the 1.13 multiplayer mode. + Do you want to fight against real players or cooperate with your friends? Try the 1.13 multiplayer mode. 1 118 - Press [G] to toggle mercenary formation move. When ON and you select more then one merc, they will keep their current formation. + Press [CTRL]+[ALT]+[G] to toggle mercenary formation movement. When ON and you select more than one merc, they will keep their current formation. 1 119 - Press [CTRL]+[SHIFT]+[S] to sell all items in current sector inventory at once. + Press [CTRL]+[SHIFT]+[S] to sell all items in the current sector inventory at once. 1 120 - Press [CTRL]+[SHIFT]+[E] to load vehicles with as many items as possible from the current sector. [SHIFT]+[E] will unload all items from vehicle to the current sector. + Press [CTRL]+[SHIFT]+[E] to load vehicles with as many items as possible from the current sector. [SHIFT]+[E] will unload all items from the vehicle to the current sector. 1 @@ -636,57 +636,82 @@ The other tags determine in what category this hint falls, and will be displayed 122 - Exploring the farms and city sectors can uncover lots of useful items, like gas for vehicle. + Exploring the farms and city sectors can uncover lots of useful items, like gas for vehicles. 1 123 - In tactical screen, pressing and holding [RIGHT-MOUSE-BUTTON] over a merc will open up a menu similar to the one on the strategic screen. + In the tactical screen, pressing and holding [RIGHT-MOUSE-BUTTON] over a merc will open up a menu similar to the one on the strategic screen. 1 124 - Press [CTRL]+[C] to open Cover Display Menu. + Press [CTRL]+[C] to open the Cover Display Menu. 1 125 - Press [CTRL]+[V] to open useful Inventory Manipulations Menu. + Press [CTRL]+[V] to open the useful Inventory Manipulations Menu. 1 126 - Press [D] to enter turn-based mode immediately, if there is an enemy in sector. + Press [D] to enter turn-based mode immediately if there is an enemy in the sector. 1 127 - Press [CTRL]+[D] to end your interrupt, and there will be no interrupts until next turn. + Press [CTRL]+[D] to end your interrupt and there will be no interrupts until next turn. 1 128 - [ALT]+[RIGHTCLICK] opens Skills Menu, where reinforcements or artillery strikes can be called by a radio operator. + [ALT]+[RIGHTCLICK] opens the Skills Menu, where reinforcements or artillery strikes can be called by a radio operator. 1 129 - Defensive minefields can be safely placed in captured towns and SAMs as mercs and militia will avoid them. + Defensive minefields can be safely placed in captured towns and SAMs, as mercs and militia will avoid them. 1 130 - You can inspect traps before trying to disarm it. Recommended if you are happy with your current number of extremities. + You can inspect traps before trying to disarm them. Recommended if you are happy with your current number of extremities. 1 131 - Click with hand cursor on a blue flag, and flag can be removed or trap inspected with the useful Disarm Menu. + Click with the hand-cursor on a blue flag, and the flag can be removed or the trap inspected with the useful Disarm Menu. 1 132 - Placing mines, concertina or sandbags is more convenient with holding [SHIFT] key, relieving the need to manually take new item from merc's inventory. - 1 + Placing mines, concertina wire or sandbags is more convenient while holding [SHIFT], relieving the need to manually take a new item from a merc's inventory. + 1 + + + 133 + If you select several mercs and order movement with [SHIFT] pressed, they will move in formation, trying to keep their relative positions. + 1 + + + 134 + Press [SHIFT]+[T] to quickly transform object in hand. + 1 + + + 135 + Press [SHIFT]+[O] to quickly transform scope on weapon. + 1 + + + 136 + Press [SHIFT]+[Y] to quickly transform laser on weapon. + 1 + + + 137 + Press [SHIFT]+[L] to quickly transform flashlight in the hand. + 1 \ No newline at end of file diff --git a/Data-Bigmaps/TableData/Map/A9_0_ExtraItems.xml b/Data-Bigmaps/TableData/Map/A9_0_ExtraItems.xml index 2a1662e..f7a174a 100644 --- a/Data-Bigmaps/TableData/Map/A9_0_ExtraItems.xml +++ b/Data-Bigmaps/TableData/Map/A9_0_ExtraItems.xml @@ -32,3 +32,6 @@ --> + + + diff --git a/Data-Bigmaps/TableData/Map/A9_0_ExtraItems_Expert.xml b/Data-Bigmaps/TableData/Map/A9_0_ExtraItems_Expert.xml index 2a1662e..f7a174a 100644 --- a/Data-Bigmaps/TableData/Map/A9_0_ExtraItems_Expert.xml +++ b/Data-Bigmaps/TableData/Map/A9_0_ExtraItems_Expert.xml @@ -32,3 +32,6 @@ --> + + + diff --git a/Data-Bigmaps/TableData/Map/Facilities.xml b/Data-Bigmaps/TableData/Map/Facilities.xml index 71a8a8c..c8932f0 100644 --- a/Data-Bigmaps/TableData/Map/Facilities.xml +++ b/Data-Bigmaps/TableData/Map/Facilities.xml @@ -1,902 +1,921 @@ - 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1 - - - - D15 - 23 - 1 - - - - D15 - 24 - 1 - - - - E7 - 10 - 1 - - - E7 - 33 - 1 - - - - E9 - 33 - 1 - - - - E11 - 23 - 1 - - - - E11 - 24 - 1 - - - - F1 - 4 - 0 - - - - F2 - 36 - 0 - - - - F2 - 24 - 1 - - - - F6 - 12 - 1 - - - - F8 - 1 - 1 - - - - G1 - 20 - 1 - - - - G1 - 25 - 1 - - - - G2 - 6 - 1 - - - - G6 - 10 - 1 - - - - G7 - 33 - 1 - - - - G8 - 24 - 1 - - - - G8 - 25 - 1 - - - - G9 - 2 - 1 - - - - G9 - 10 - 1 - - - - G9 - 20 - 1 - - - - G9 - 24 - 1 - - - - G9 - 25 - 1 - - - - H1 - 20 - 1 - - - - H1 - 24 - 1 - - - - H1 - 25 - 1 - - - - H2 - 2 - 1 - - - - H2 - 6 - 1 - - - - H2 - 10 - 1 - - - - H3 - 10 - 1 - - - - H3 - 12 - 0 - - - - H3 - 24 - 1 - - - - H4 - 27 - 1 - - - H4 - 33 - 1 - - - H4 - 34 - 1 - - - - H5 - 23 - 1 - - - - H5 - 24 - 1 - - - - H7 - 33 - 1 - - - - H8 - 12 - 0 - - - - H8 - 24 - 1 - - - - H10 - 29 - 1 - - - - H10 - 30 - 1 - - - - H13 - 7 - 1 - - - - H13 - 8 - 1 - - - - H13 - 9 - 1 - - - - I2 - 7 - 1 - - - - I2 - 9 - 1 - - - - I2 - 24 - 1 - - - - I6 - 18 - 1 - - - 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- - 1 - Hospital - Hospital - 12 - - DOCTOR - Perform life-saving surgery on your wounded men, using state-of-the-art equipment. - 1 - 90 - 150 - 40 - - 90 - 85 - 70 - - - 10 - -2 - 3 - - - 20 - -5 - 3 - - - - PRACTICE_MEDICAL - Practice the art of medicine on local patients. If you're good at it, saving lives will help boost your approval ratings across the country. Just... try not to kill anybody! - 6 - 30 - 130 - - 60 - 80 - 55 - - - 15 - -5 - 5 - - - 20 - -10 - 5 - - - 20 - 0 - 10 - - - - TRAINER_MEDICAL - Train other mercs in the art of medicine, with the help of local patients. - 2 - 120 - 25 - - 60 - 80 - 60 - - - 7 - -2 - 1 - - - 15 - -5 - 4 - - - - STUDENT_MEDICAL - Study the art of medicine, with the help of local patients. More efficient than studying medicine in the field, but be careful not to catch a Health-reducing disease. Also, try not to kill anybody, ok? - 7 - 140 - 35 - - 40 - 70 - 60 - - - 20 - -3 - 2 - - - 30 - -5 - 10 - - - 10 - 0 - 5 - - - - PATIENT - Comfy hospital beds and plenty of medical equipment will help hasten the recovery of your wounded mercs. Of course, a hospital isn't the healthiest place to stay for a long time, what with all the sick people around. - 10 - 130 - 120 - 20 - - - - 25 - -2 - 1 - - - - - - 2 - Small Sleazy Bar - Bar - 20 - - REST - Have a drink at the local bar! The locals might join in to carouse with you, though you may find yourself in a friendly fist-fight. It's all in a night's work. - 12 - 150 - 15 - - - - 700 - 0 - 15 - - - 15 - -7 - 3 - - - 30 - -3 - 10 - - - 40 - 0 - 5 - - - 500 - 1 - 0 - - - 10 - -2 - 1 - - - - - - 3 - Prison Complex - Prison - 20 - - STAFF - Assign guards to operate this prison. Maintaining the semblence of law (or at least, punishment) will encourage Arulcans to stay on you good side. The locals won't like it though, and your guards might not enjoy it either. It is dangeruos work. - 20 - 25 - - 75 - 80 - - - 50 - -5 - 10 - - - 80 - 1 - 0 - - - 50 - -1 - 0 - - - 7 - -2 - 1 - - - 60 - -5 - 5 - - - - INTERROGATE_PRISONERS - Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. - 6 - 100 - 100 - - - - - AMBIENT - 80 - 80 - - 200 - -5 - 5 - - - - - - 4 - Commercial Harbor - Harbor - 12 - 1 - - STAFF - By staffing the Harbor's head office, you can maximize the efficiency of mineral exports leaving the country. Your mine income will soar as a result! It's a good way to win the locals' trust, but the heavy machinery on the docks has its dangers. - 2 - 200 - 130 - - 70 - 25 - - - 50 - 1 - 4 - - - 5 - -2 - 2 - - - 20 - -15 - 20 - - - - PRACTICE_STRENGTH - Build up your muscles by loading cargo crates onto the ships. It's an honest work that'll make a few bucks, but watch out not to over-do it. - 6 - -5 - 130 - 101 - - 80 - 80 - 10 - - - 15 - -1 - 1 - - - 25 - -10 - 25 - - - - AMBIENT - 90 - - 300 - 0 - 10 - - - - - - 5 - Small Airport - Airport - 4 - 1 - - STAFF - This airport's paperwork could use some optimizing. By paying a few extra workers, you can ship out some of your mine output to premium jewellers worldwide, increasing your revenues. The locals will appreciate the work you put in. Just remember - jet fumes aren't very good for your health. - 1 - 50 - 110 - - 75 - 35 - - - 35 - 1 - 4 - - - 1 - -1 - 0 - - - - PRACTICE_STRENGTH - Spend some time loading and unloading aircraft. Good for body-building, but watch out for work-related injuries. - 6 - -6 - 130 - 105 - - 70 - 75 - 10 - - - 4 - -1 - 2 - - - 30 - -10 - 30 - - - - AMBIENT - 80 - - 100 - 0 - 20 - - - - - - 6 - Munitions Factory - Factory - 6 - - REPAIR_ITEMS - The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. - 6 - 250 - 10 - 100 - - 60 - 70 - - - 20 - -10 - 40 - - - 40 - -1 - 0 - - - 400 - -5 - 10 - - - - REPAIR_VEHICLE - The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. - 2 - 250 - 30 - 150 - - 70 - 60 - - - 20 - -10 - 40 - - - 40 - -1 - 0 - - - 400 - -5 - 10 - - - - REPAIR_ROBOT - The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. - 6 - 120 - 50 - 250 - - 80 - 80 - 80 - - - 10 - -10 - 15 - - - 40 - -1 - 0 - - - 400 - -5 - 10 - - - - AMBIENT - 90 - - 200 - -10 - 10 - - - - - - 7 - Military Barracks - Barracks - 32 - 3 - 110 - - REST - There are plenty of beds here. It's a bit basic, but certainly better than resting outside! - 32 - 110 - 105 - - - - - 8 - Military Headquarters - Mil. HQ - 6 - - STAFF - The war room here has all sorts of digital equipment, designed for maintaining a good grasp on the strategic situation across the country. This will help you coordinate your defenses, and collect information about enemy movements in the wilderness. You might even learn a thing or two. - 2 - 20 - 1 - 1 - - 80 - 70 - - - 300 - 0 - 15 - - - 70 - 1 - 2 - - - - TRAINER_LEADERSHIP - This military facility was designed to aid train new officers. - 2 - 175 - 15 - - 50 - 75 - - - - STUDENT_LEADERSHIP - Studying the art of leadership is much easier in an environment specifically designed for that purpose. - 4 - 150 - 8 - - 30 - 70 - - - - - - 9 - Shooting Range - Range - 5 - - TRAINER_MARKSMANSHIP - This is as good a place as any to train other men in gunnery. Just try to stay out of the line of fire. - 1 - 150 - 5 - - 75 - - - 15 - -20 - 30 - - - 20 - 1 - 0 - - - - STUDENT_MARKSMANSHIP - With pop-up targets and shooting booths, this is the best place around for studying the fine art of marksmanship. Of course, gun safety is a hard thing to master. - 4 - 150 - 20 - - - - 10 - -20 - 40 - - - - PRACTICE_MARKSMANSHIP - Why not spend some time practicing your aim? The dummy targets are practically begging for it. It sure as hell beats taking pot-shots at rocks out in the wilderness. - 5 - 130 - 20 - - - - 10 - -20 - 40 - - - - - - 10 - A.C.A Building - A.C.A - 4 - 2 - - STAFF - The locals here may be willing to scout out the surrounding area for you. You can collect the information gleaned from them to get a better idea about enemy activity in this region. They'll feel safer, and you might even learn a few things about strategic coordination. - 2 - 10 - 1 - 2 - - 75 - 40 - 80 - - - 800 - 1 - 10 - - - 40 - 1 - 4 - - - 60 - 1 - 0 - - - - - - 11 - SAM Site - SAM Site - 1 - 1 - 20 - - STAFF - By manning this facility, you can ensure that the sky above you remains clear of enemy aircraft. Any friendlies flying up there will feel a whole lot safer for it... - 1 - 100 - -100 - - 70 - - - - - - 12 - Mine - Mine - 4 - - STAFF - The head miner is looking for assistants to help coordinate the mining efforts. This will definitely increase output from this mine. Just remember that mine work isn't very safe, nor very healthy. - 2 - 120 - 1 - - 70 - 25 - - - 40 - 1 - 0 - - - 8 - -15 - 10 - - - 4 - -2 - 2 - - - - STAFF - Working as a senior consultant to coordinate the mines overall output requires some expertise in leadership. - 1 - 150 - 1 - - 75 - 40 - - - 40 - 1 - 0 - - - 8 - -15 - 10 - - - 4 - -2 - 2 - - - - PRACTICE_EXPLOSIVES - Anyone who knows how to set explosives will be welcome in a mine. It's a good opportunity to learn the trade. Assuming, of course, that you can manage to avoid blowing yourself up. - 4 - 150 - 60 - - 40 - 70 - - - 20 - -30 - 30 - - - 5 - -1 - 1 - - - - - - 13 - Brothel - Brothel - 2 - - REST - Hoo-boy! Lemme at those ladies! - 6 - 140 - 20 - - 40 - - - 10 - -1 - 2 - - - 5 - -5 - 5 - - - 80 - 1 - 0 - - - 30 - 1 - 0 - - - - - - 14 - Small Church - Church - 6 - - STAFF - Preaching in this small church might help to convince the locals to support your cause. - 1 - -25 - 125 - - 50 - 70 - 40 - - - 40 - 0 - 3 - - - 10 - 0 - 2 - - - 20 - 1 - 0 - - - 5 - 1 - 0 - - - - REST - A solemn hour of prayer and devotion in a quiet little church can help raise anyone's spirit. It might also convince the locals that you respect their way of life. - 6 - 110 - - - - 200 - 5 - 10 - - - 100 - 1 - 1 - - - - - - 15 - Boxing Club - Club - 10 - - REST - 10 - Have a drink at the bar! Maybe start a few fights, too. Great for morale, but the people of Arulco will be hard-pressed to see you as a positive role-model... - 130 - 5 - - - - 700 - 0 - 10 - - - 20 - -2 - 3 - - - 30 - -3 - 10 - - - 60 - 0 - 3 - - - 30 - -1 - 2 - - - 500 - 1 - 0 - - - 5 - -1 - 1 - - - - PRACTICE_STRENGTH - There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Just remember: there is a thing as too much workout. - 2 - 200 - 15 - - 60 - 40 - 40 - - - 50 - 0 - 2 - - - 50 - 0 - 1 - - - 20 - -5 - 10 - - - - - - 16 - National Museum - Museum - 8 - - STAFF - Know something about fine art? Maybe you can work as a guide at this museum. The locals will certainly appreciate it, and there's no better place to gain a little cultural education. Please try not to break anything. - 3 - -10 - 120 - - 80 - 70 - - - 70 - 0 - 3 - - - 10 - 0 - 10 - - - 20 - 1 - 0 - - - - REST - A visit to the museum can be very relaxing, and there's always a chance you'd actually learn something. If you break anything though, no one is going to be pleased. - 8 - 8 - 10 - - 40 - - - 10 - -5 - 5 - - - 5 - -10 - 5 - - - 40 - 1 - 1 - - - - - - 17 - Laboratory - Lab - 4 - - PRACTICE_EXPLOSIVES - This laboratory has some of the most high-tech equipment you've ever seen! This is a great place to run some wacky experiments on all sorts of subjects. Of course, working with caustic and volatile chemicals carries a risk. - 4 - 80 - 110 - - 85 - 70 - 80 - 30 - 20 - - - 200 - 1 - 2 - - - 140 - 1 - 0 - - - 300 - 2 - 1 - - - 20 - 1 - 0 - - - 40 - 1 - 0 - - - 50 - -1 - 0 - - - 10 - 10 - 40 - - - - TRAINER_EXPLOSIVES - A true scientist is keen to pass on his knowledge. Why not try educating some of your fellow mercs in the various sciences? Try to stay out of the way when they mix the water with the lithium. - 1 - 30 - 105 - - 90 - 75 - 80 - 40 - 20 - - - 50 - 1 - 0 - - - 30 - 1 - 0 - - - 70 - 1 - 0 - - - 10 - 1 - 0 - - - 20 - 1 - 0 - - - 20 - -1 - 0 - - - 5 - 5 - 20 - - - - STUDENT_EXPLOSIVES - Experimentation is the best way to learn science, and this place is equipped for some serious experimentation. Hey, I wonder what happens when you mix Sulfuric Acis and Nitric Acid? - 1 - 40 - 105 - - 80 - 65 - 65 - 20 - 15 - - - 250 - 1 - 0 - - - 180 - 1 - 0 - - - 330 - 1 - 0 - - - 20 - 1 - 0 - - - 80 - 1 - 0 - - - 30 - -1 - 0 - - - 10 - 10 - 40 - - - - - - 18 - Junkyard - Junkyard - 6 - - REPAIR_ITEMS - This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. - 6 - 150 - 120 - 60 - - 40 - 1 - 0 - - - 30 - -2 - 1 - - - 50 - -5 - 10 - - - - REPAIR_VEHICLE - This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. - 6 - 110 - 120 - 75 - - 40 - 1 - 0 - - - 30 - -2 - 1 - - - 50 - -5 - 10 - - - - REPAIR_ROBOT - This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. - 6 - 175 - 120 - 90 - - 40 - 1 - 0 - - - 30 - -2 - 1 - - - 50 - -5 - 10 - - - - - - 19 - Beach Resort - Beach - 32 - - REST - Sun, sand, surf. This sure as hell beats sleeping in a trench. Of course, the people of Arulco are not going to like the fact that you're resting at a beach resort instead of fighting for their freedom. - 32 - 15 - 200 - 160 - - 500 - 10 - 15 - - - 60 - -2 - 1 - - - 50 - 0 - 1 - - - - PATIENT - Say you're wounded. Would you rather be receiving medical treatment while lying in a pool of mud, or while lying on a comfy beach recliner? Just watch it, the people of Arulco are probably going to assume that you're just goofing off at their expense. - 32 - 120 - 150 - 130 - - 500 - 5 - 5 - - - 40 - -2 - 1 - - - - PRACTICE_HEALTH - Running up and down the beach, taking a long swim, soaking in the sun... it makes you feel alive! - 32 - 120 - - - TRAINER_HEALTH - A beach is as good a place as any to give your men some physical excercise. It's good for them. Now drop and give me twenty, and then run and get me a banana daiquiri. - 4 - 110 - - - STUDENT_HEALTH - If you're going to haul-ass, wouldn't you rather do it on a nice, sunny beach? - 28 - 150 - - - AMBIENT - 110 - - 200 - 5 - 10 - - - - - - 20 - Snack and Shack - Motel - 8 - - REST - This motel offers a few quiet rooms, clean beds, and a health local breakfast. - 8 - 40 - 150 - 140 - - - - 200 - 15 - 10 - - - 150 - 1 - 0 - - - 20 - 0 - 5 - - - 50 - -1 - 1 - - - - PATIENT - A clean bed and a hearty meal / will soon help your mercs to heal. - 8 - 40 - 120 - 140 - - - - - - - 21 - Military Prison - Prison - 6 - - INTERROGATE_PRISONERS - Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. - 6 - 100 - 50 - - - - - - - 22 - Town Prison - Prison - 2 - - INTERROGATE_PRISONERS - Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. - 2 - 100 - 12 - - - - - - - 23 - Barracks - Barracks - 12 - - REST - There are plenty of beds here. It's a bit basic, but certainly better than resting outside! - 10 - 110 - 105 - - - - - 24 - Small Workshop - Workshop - 2 - - REPAIR_ITEMS - Repairing your equipment in a workshop is much more convenient than doing it in the field. - 2 - 120 - 83 - 50 - - 40 - 60 - - - 10 - -5 - 20 - - - - - - 25 - Residential Homes - Residential Home - 8 - - REST - After winning their trust, some of the locals are willing to offer you their hospitality. It might be a bit basic, but it sure is better than sleeping on the barren ground. - 8 - 20 - 120 - 120 - - 50 - - - 100 - 10 - 10 - - - 150 - 1 - 0 - - - 20 - 0 - 5 - - - - PATIENT - A clean bed and a hearty meal / will soon help your mercs to heal. - 8 - 20 - 110 - 120 - - 50 - - - - - - 26 - Luxury Homes - Luxury Home - 8 - - REST - These nice homes seem to be abandoned. Hmmmmm.... comfortable beds. - 8 - 0 - 160 - 150 - - - - 170 - 10 - 10 - - - 150 - 1 - 0 - - - 20 - -3 - 5 - - - - PATIENT - A clean bed and a hearty meal / will soon help your mercs to heal. - 8 - 20 - 130 - 150 - - - - - 27 - Abandoned Mine - Abandoned Mine - 4 - - PRACTICE_EXPLOSIVES - This abandoned mine is the perfect place to train your explosive skills. - 4 - 150 - 60 - - 40 - - - 30 - -20 - 30 - - - 8 - -1 - 1 - - - - - - 28 - SAM Site - SAM Site - 1 - 1 - 20 - - STAFF - By manning this facility, you can ensure that the sky above you remains clear of enemy aircraft. Any friendlies flying up there will feel a whole lot safer for it... Though it's quite hot in the desert. - 1 - 100 - -100 - - 70 - - - - AMBIENT - 80 - 120 - - - - - 29 - Barracks - Barracks - 12 - - REST - There are plenty of beds here. It's a bit basic, but certainly better than resting outside. Though it's quite hot in the desert. - 20 - 110 - 105 - - - AMBIENT - 80 - 120 - - - - - 30 - Small Workshop - Workshop - 2 - - REPAIR_ITEMS - Repairing your equipment in a workshop is much more convenient than doing it in the field. Though it's quite hot in the desert. - 2 - 120 - 83 - 50 - - 40 - 60 - - - 10 - -5 - 20 - - - - AMBIENT - 80 - 120 - - - - - 31 - Destroyed A.C.A Building - Destroyed A.C.A - 4 - 2 - - REST - There are still a few beds here. It's a bit basic, but certainly better than resting outside! - 12 - 110 - 105 - - - - - 32 - Rebel Hideout - Rebel Hideout - 2 - - REST - There are plenty of beds here. It's a bit basic, but certainly better than resting outside! - 12 - 110 - 105 - - - - - 33 - Farm - Farm - 2 - - STAFF - Help some local farmers with their daily work. Earn some bucks and build your muscles. Though the work is hard and also quite a bit boring. - 6 - 150 - -5 - - 50 - 40 - 40 - - - 10 - 0 - 2 - - - 10 - 0 - 1 - - - 10 - -3 - 10 - - - - AMBIENT - 80 - 80 - - 100 - -5 - 5 - - - - - - 34 - Farm Prison - Farm Prison - 2 - - INTERROGATE_PRISONERS - Not exactly a state of the art prison, nevertheless your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. - 2 - 100 - 8 - - - - - - 35 - Border Checkpoint - Boder Checkpoint - 2 - 1 - - INTERROGATE_PRISONERS - Not exactly a state of the art prison, nevertheless your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. - 2 - 100 - 8 - - - - - - 36 - Navy Base - Navy Base - 12 - 2 - 20 - 1 - - STAFF - By staffing the Harbor's head office, you can maximize the efficiency of mineral exports leaving the country. Your mine income will soar as a result! It's a good way to win the locals' trust, but the heavy machinery on the docks has its dangers. - 2 - 200 - 130 - - 70 - 25 - - - 50 - 1 - 4 - - - 5 - -2 - 2 - - - 20 - -15 - 20 - - - - PRACTICE_STRENGTH - Build up your muscles by loading cargo crates onto the ships. It's an honest work that'll make a few bucks, but watch out not to over-do it. - 6 - -5 - 130 - 101 - - 80 - 80 - 10 - - - 15 - -1 - 1 - - - 25 - -10 - 25 - - - - AMBIENT - 90 - - 300 - 0 - 10 - - - + + + 1 + Hospital + Hospital + 12 + + DOCTOR + Perform life-saving surgery on your wounded men, using state-of-the-art equipment. + 1 + 90 + 150 + 40 + + 90 + 85 + 70 + + + 10 + -2 + 3 + + + 20 + -5 + 3 + + + + PRACTICE_MEDICAL + Practice the art of medicine on local patients. If you're good at it, saving lives will help boost your approval ratings across the country. Just... try not to kill anybody! + 6 + 30 + 130 + + 60 + 80 + 55 + + + 15 + -5 + 5 + + + 20 + -10 + 5 + + + 20 + 0 + 10 + + + + TRAINER_MEDICAL + Train other mercs in the art of medicine, with the help of local patients. + 2 + 120 + 25 + + 60 + 80 + 60 + + + 7 + -2 + 1 + + + 15 + -5 + 4 + + + + STUDENT_MEDICAL + Study the art of medicine, with the help of local patients. More efficient than studying medicine in the field, but be careful not to catch a Health-reducing disease. Also, try not to kill anybody, ok? + 7 + 140 + 35 + + 40 + 70 + 60 + + + 20 + -3 + 2 + + + 30 + -5 + 10 + + + 10 + 0 + 5 + + + + PATIENT + Comfy hospital beds and plenty of medical equipment will help hasten the recovery of your wounded mercs. Of course, a hospital isn't the healthiest place to stay for a long time, what with all the sick people around. + 10 + 130 + 120 + 20 + + + + 25 + -2 + 1 + + + + + + 2 + Small Sleazy Bar + Bar + 20 + + REST + Have a drink at the local bar! The locals might join in to carouse with you, though you may find yourself in a friendly fist-fight. It's all in a night's work. + 12 + 150 + 15 + + + + 700 + 0 + 15 + + + 15 + -7 + 3 + + + 30 + -3 + 10 + + + 40 + 0 + 5 + + + 500 + 1 + 0 + + + 10 + -2 + 1 + + + + + + 3 + Prison Complex + Prison + 20 + + STAFF + Assign guards to operate this prison. Maintaining the semblence of law (or at least, punishment) will encourage Arulcans to stay on you good side. The locals won't like it though, and your guards might not enjoy it either. It is dangeruos work. + 20 + 25 + + 75 + 80 + + + 50 + -5 + 10 + + + 80 + 1 + 0 + + + 50 + -1 + 0 + + + 7 + -2 + 1 + + + 60 + -5 + 5 + + + + INTERROGATE_PRISONERS + Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. + 6 + 100 + 100 + + + + + AMBIENT + 80 + 80 + + 200 + -5 + 5 + + + + + + 4 + Commercial Harbor + Harbor + 12 + 1 + + STAFF + By staffing the Harbor's head office, you can maximize the efficiency of mineral exports leaving the country. Your mine income will soar as a result! It's a good way to win the locals' trust, but the heavy machinery on the docks has its dangers. + 2 + 200 + 130 + + 70 + 25 + + + 50 + 1 + 4 + + + 5 + -2 + 2 + + + 20 + -15 + 20 + + + + PRACTICE_STRENGTH + Build up your muscles by loading cargo crates onto the ships. It's an honest work that'll make a few bucks, but watch out not to over-do it. + 6 + -5 + 130 + 101 + + 80 + 80 + 10 + + + 15 + -1 + 1 + + + 25 + -10 + 25 + + + + AMBIENT + 90 + + 300 + 0 + 10 + + + + + + 5 + Small Airport + Airport + 4 + 1 + + STAFF + This airport's paperwork could use some optimizing. By paying a few extra workers, you can ship out some of your mine output to premium jewellers worldwide, increasing your revenues. The locals will appreciate the work you put in. Just remember - jet fumes aren't very good for your health. + 1 + 50 + 110 + + 75 + 35 + + + 35 + 1 + 4 + + + 1 + -1 + 0 + + + + PRACTICE_STRENGTH + Spend some time loading and unloading aircraft. Good for body-building, but watch out for work-related injuries. + 6 + -6 + 130 + 105 + + 70 + 75 + 10 + + + 4 + -1 + 2 + + + 30 + -10 + 30 + + + + AMBIENT + 80 + + 100 + 0 + 20 + + + + + + 6 + Munitions Factory + Factory + 6 + + REPAIR_ITEMS + The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. + 6 + 250 + 10 + 100 + + 60 + 70 + + + 20 + -10 + 40 + + + 40 + -1 + 0 + + + 400 + -5 + 10 + + + + REPAIR_VEHICLE + The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. + 2 + 250 + 30 + 150 + + 70 + 60 + + + 20 + -10 + 40 + + + 40 + -1 + 0 + + + 400 + -5 + 10 + + + + REPAIR_ROBOT + The machinery here can manufacture all sorts of replacements parts, which will dramatically increase your efficiency at repair, as long as you're willing to pay for the metals. Of course, working in a stuffy and crowded factory can't possibly be good for you. + 6 + 120 + 50 + 250 + + 80 + 80 + 80 + + + 10 + -10 + 15 + + + 40 + -1 + 0 + + + 400 + -5 + 10 + + + + AMBIENT + 90 + + 200 + -10 + 10 + + + + + 8218 + 180 + 76204 + 70 + 35 + + + + 8220 + 180 + 76205 + 50 + 35 + + + + 8224 + 180 + 79084 + 100 + 35 + + + + 8222 + 180 + 79444 + 150 + 35 + + + + 7.62x39 Box HP C + 8221 + 180 + 80165 + 60 + 35 + + + + + 7 + Military Barracks + Barracks + 32 + 3 + 110 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside! + 32 + 110 + 105 + + + + + 8 + Military Headquarters + Mil. HQ + 6 + + STAFF + The war room here has all sorts of digital equipment, designed for maintaining a good grasp on the strategic situation across the country. This will help you coordinate your defenses, and collect information about enemy movements in the wilderness. You might even learn a thing or two. + 2 + 20 + 1 + 1 + + 80 + 70 + + + 300 + 0 + 15 + + + 70 + 1 + 2 + + + + SPREAD_PROPAGANDA_GLOBAL + Take control of local information channels and control the flow of news in the entire region. + 1 + + 60 + 50 + 80 + + + + STRATEGIC_MILITIA_MOVEMENT + This military installation has a war room that allows you to move your militia in the strategic screen. + 2 + + 70 + 70 + 5 + + + + TRAINER_LEADERSHIP + This military facility was designed to aid train new officers. + 2 + 175 + 15 + + 50 + 75 + + + + STUDENT_LEADERSHIP + Studying the art of leadership is much easier in an environment specifically designed for that purpose. + 4 + 150 + 8 + + 30 + 70 + + + + + + 9 + Shooting Range + Range + 5 + + TRAINER_MARKSMANSHIP + This is as good a place as any to train other men in gunnery. Just try to stay out of the line of fire. + 1 + 150 + 5 + + 75 + + + 15 + -20 + 30 + + + 20 + 1 + 0 + + + + STUDENT_MARKSMANSHIP + With pop-up targets and shooting booths, this is the best place around for studying the fine art of marksmanship. Of course, gun safety is a hard thing to master. + 4 + 150 + 20 + + + + 10 + -20 + 40 + + + + PRACTICE_MARKSMANSHIP + Why not spend some time practicing your aim? The dummy targets are practically begging for it. It sure as hell beats taking pot-shots at rocks out in the wilderness. + 5 + 130 + 20 + + + + 10 + -20 + 40 + + + + + + 10 + A.C.A Building + A.C.A + 4 + 2 + + STAFF + The locals here may be willing to scout out the surrounding area for you. You can collect the information gleaned from them to get a better idea about enemy activity in this region. They'll feel safer, and you might even learn a few things about strategic coordination. + 2 + 10 + 1 + 2 + + 75 + 40 + 80 + + + 800 + 1 + 10 + + + 40 + 1 + 4 + + + 60 + 1 + 0 + + + + SPREAD_PROPAGANDA + Turn this small local office into a well-oiled propaganda machine, suppressing any bad news that reaches town and showing our actions in the best possible light. + 1 + + 60 + 20 + 20 + 150 + + + + + + 11 + SAM Site + SAM Site + 1 + 1 + 20 + + STAFF + By manning this facility, you can ensure that the sky above you remains clear of enemy aircraft. Any friendlies flying up there will feel a whole lot safer for it... + 1 + 100 + -100 + + 70 + + + + + + 12 + Mine + Mine + 4 + + STAFF + The head miner is looking for assistants to help coordinate the mining efforts. This will definitely increase output from this mine. Just remember that mine work isn't very safe, nor very healthy. + 2 + 120 + 1 + + 70 + 25 + + + 40 + 1 + 0 + + + 8 + -15 + 10 + + + 4 + -2 + 2 + + + + STAFF + Working as a senior consultant to coordinate the mines overall output requires some expertise in leadership. + 1 + 150 + 1 + + 75 + 40 + + + 40 + 1 + 0 + + + 8 + -15 + 10 + + + 4 + -2 + 2 + + + + PRACTICE_EXPLOSIVES + Anyone who knows how to set explosives will be welcome in a mine. It's a good opportunity to learn the trade. Assuming, of course, that you can manage to avoid blowing yourself up. + 4 + 150 + 60 + + 40 + 70 + + + 20 + -30 + 30 + + + 5 + -1 + 1 + + + + + + 13 + Brothel + Brothel + 2 + + REST + Hoo-boy! Lemme at those ladies! + 6 + 140 + 20 + + 40 + + + 10 + -1 + 2 + + + 5 + -5 + 5 + + + 80 + 1 + 0 + + + 30 + 1 + 0 + + + + + + 14 + Small Church + Church + 6 + + STAFF + Preaching in this small church might help to convince the locals to support your cause. + 1 + -25 + 125 + + 50 + 70 + 40 + + + 40 + 0 + 3 + + + 10 + 0 + 2 + + + 20 + 1 + 0 + + + 5 + 1 + 0 + + + + REST + A solemn hour of prayer and devotion in a quiet little church can help raise anyone's spirit. It might also convince the locals that you respect their way of life. + 6 + 110 + + + + 200 + 5 + 10 + + + 100 + 1 + 1 + + + + + + 15 + Boxing Club + Club + 10 + + REST + 10 + Have a drink at the bar! Maybe start a few fights, too. Great for morale, but the people of Arulco will be hard-pressed to see you as a positive role-model... + 130 + 5 + + + + 700 + 0 + 10 + + + 20 + -2 + 3 + + + 30 + -3 + 10 + + + 60 + 0 + 3 + + + 30 + -1 + 2 + + + 500 + 1 + 0 + + + 5 + -1 + 1 + + + + PRACTICE_STRENGTH + There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Just remember: there is a thing as too much workout. + 2 + 200 + 15 + + 60 + 40 + 40 + + + 50 + 0 + 2 + + + 50 + 0 + 1 + + + 20 + -5 + 10 + + + + + + 16 + National Museum + Museum + 8 + + STAFF + Know something about fine art? Maybe you can work as a guide at this museum. The locals will certainly appreciate it, and there's no better place to gain a little cultural education. Please try not to break anything. + 3 + -10 + 120 + + 80 + 70 + + + 70 + 0 + 3 + + + 10 + 0 + 10 + + + 20 + 1 + 0 + + + + REST + A visit to the museum can be very relaxing, and there's always a chance you'd actually learn something. If you break anything though, no one is going to be pleased. + 8 + 8 + 10 + + 40 + + + 10 + -5 + 5 + + + 5 + -10 + 5 + + + 40 + 1 + 1 + + + + + + 17 + Laboratory + Lab + 4 + + PRACTICE_EXPLOSIVES + This laboratory has some of the most high-tech equipment you've ever seen! This is a great place to run some wacky experiments on all sorts of subjects. Of course, working with caustic and volatile chemicals carries a risk. + 4 + 80 + 110 + + 85 + 70 + 80 + 30 + 20 + + + 200 + 1 + 2 + + + 140 + 1 + 0 + + + 300 + 2 + 1 + + + 20 + 1 + 0 + + + 40 + 1 + 0 + + + 50 + -1 + 0 + + + 10 + 10 + 40 + + + + TRAINER_EXPLOSIVES + A true scientist is keen to pass on his knowledge. Why not try educating some of your fellow mercs in the various sciences? Try to stay out of the way when they mix the water with the lithium. + 1 + 30 + 105 + + 90 + 75 + 80 + 40 + 20 + + + 50 + 1 + 0 + + + 30 + 1 + 0 + + + 70 + 1 + 0 + + + 10 + 1 + 0 + + + 20 + 1 + 0 + + + 20 + -1 + 0 + + + 5 + 5 + 20 + + + + STUDENT_EXPLOSIVES + Experimentation is the best way to learn science, and this place is equipped for some serious experimentation. Hey, I wonder what happens when you mix Sulfuric Acis and Nitric Acid? + 1 + 40 + 105 + + 80 + 65 + 65 + 20 + 15 + + + 250 + 1 + 0 + + + 180 + 1 + 0 + + + 330 + 1 + 0 + + + 20 + 1 + 0 + + + 80 + 1 + 0 + + + 30 + -1 + 0 + + + 10 + 10 + 40 + + + + + - Requires storage access + 55 + 600 + 65290 + 700 + + + + 65 + 720 + 65291 + 700 + + + + 7975 + 120 + 65290 + 350 + + + + 7978 + 120 + 65290 + 350 + + + + 7981 + 120 + 65291 + 350 + + + + + 18 + Junkyard + Junkyard + 6 + + REPAIR_ITEMS + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. + 6 + 150 + 120 + 60 + + 40 + 1 + 0 + + + 30 + -2 + 1 + + + 50 + -5 + 10 + + + + REPAIR_VEHICLE + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. + 6 + 110 + 120 + 75 + + 40 + 1 + 0 + + + 30 + -2 + 1 + + + 50 + -5 + 10 + + + + REPAIR_ROBOT + This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier. Then again, tripping over a big sharp piece of metal can be detrimental to your health. + 6 + 175 + 120 + 90 + + 40 + 1 + 0 + + + 30 + -2 + 1 + + + 50 + -5 + 10 + + + + + + 19 + Beach Resort + Beach + 32 + + REST + Sun, sand, surf. This sure as hell beats sleeping in a trench. Of course, the people of Arulco are not going to like the fact that you're resting at a beach resort instead of fighting for their freedom. + 32 + 15 + 200 + 160 + + 500 + 10 + 15 + + + 60 + -2 + 1 + + + 50 + 0 + 1 + + + + PATIENT + Say you're wounded. Would you rather be receiving medical treatment while lying in a pool of mud, or while lying on a comfy beach recliner? Just watch it, the people of Arulco are probably going to assume that you're just goofing off at their expense. + 32 + 120 + 150 + 130 + + 500 + 5 + 5 + + + 40 + -2 + 1 + + + + PRACTICE_HEALTH + Running up and down the beach, taking a long swim, soaking in the sun... it makes you feel alive! + 32 + 120 + + + TRAINER_HEALTH + A beach is as good a place as any to give your men some physical excercise. It's good for them. Now drop and give me twenty, and then run and get me a banana daiquiri. + 4 + 110 + + + STUDENT_HEALTH + If you're going to haul-ass, wouldn't you rather do it on a nice, sunny beach? + 28 + 150 + + + AMBIENT + 110 + + 200 + 5 + 10 + + + + + + 20 + Snack and Shack + Motel + 8 + + REST + This motel offers a few quiet rooms, clean beds, and a health local breakfast. + 8 + 40 + 150 + 140 + + + + 200 + 15 + 10 + + + 150 + 1 + 0 + + + 20 + 0 + 5 + + + 50 + -1 + 1 + + + + PATIENT + A clean bed and a hearty meal / will soon help your mercs to heal. + 8 + 40 + 120 + 140 + + + + + + + 21 + Military Prison + Prison + 6 + + INTERROGATE_PRISONERS + Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. + 6 + 100 + 50 + + + + + + + 22 + Town Prison + Prison + 2 + + INTERROGATE_PRISONERS + Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. + 2 + 100 + 12 + + + + + + + 23 + Barracks + Barracks + 12 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside! + 10 + 110 + 105 + + + + + 24 + Small Workshop + Workshop + 2 + + REPAIR_ITEMS + Repairing your equipment in a workshop is much more convenient than doing it in the field. + 2 + 120 + 83 + 50 + + 40 + 60 + + + 10 + -5 + 20 + + + + + + 25 + Residential Homes + Residential Home + 8 + + REST + After winning their trust, some of the locals are willing to offer you their hospitality. It might be a bit basic, but it sure is better than sleeping on the barren ground. + 8 + 20 + 120 + 120 + + 50 + + + 100 + 10 + 10 + + + 150 + 1 + 0 + + + 20 + 0 + 5 + + + + PATIENT + A clean bed and a hearty meal / will soon help your mercs to heal. + 8 + 20 + 110 + 120 + + 50 + + + + + + 26 + Luxury Homes + Luxury Home + 8 + + REST + These nice homes seem to be abandoned. Hmmmmm.... comfortable beds. + 8 + 0 + 160 + 150 + + + + 170 + 10 + 10 + + + 150 + 1 + 0 + + + 20 + -3 + 5 + + + + PATIENT + A clean bed and a hearty meal / will soon help your mercs to heal. + 8 + 20 + 130 + 150 + + + + + 27 + Abandoned Mine + Abandoned Mine + 4 + + PRACTICE_EXPLOSIVES + This abandoned mine is the perfect place to train your explosive skills. + 4 + 150 + 60 + + 40 + + + 30 + -20 + 30 + + + 8 + -1 + 1 + + + + + + 28 + SAM Site + SAM Site + 1 + 1 + 20 + + STAFF + By manning this facility, you can ensure that the sky above you remains clear of enemy aircraft. Any friendlies flying up there will feel a whole lot safer for it... Though it's quite hot in the desert. + 1 + 100 + -100 + + 70 + + + + AMBIENT + 80 + 120 + + + + + 29 + Barracks + Barracks + 12 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside. Though it's quite hot in the desert. + 20 + 110 + 105 + + + AMBIENT + 80 + 120 + + + + + 30 + Small Workshop + Workshop + 2 + + REPAIR_ITEMS + Repairing your equipment in a workshop is much more convenient than doing it in the field. Though it's quite hot in the desert. + 2 + 120 + 83 + 50 + + 40 + 60 + + + 10 + -5 + 20 + + + + AMBIENT + 80 + 120 + + + + + 31 + Destroyed A.C.A Building + Destroyed A.C.A + 4 + 2 + + REST + There are still a few beds here. It's a bit basic, but certainly better than resting outside! + 12 + 110 + 105 + + + + + 32 + Rebel Hideout + Rebel Hideout + 2 + + REST + There are plenty of beds here. It's a bit basic, but certainly better than resting outside! + 12 + 110 + 105 + + + + + 33 + Farm + Farm + 2 + + STAFF + Help some local farmers with their daily work. Earn some bucks and build your muscles. Though the work is hard and also quite a bit boring. + 6 + 150 + -5 + + 50 + 40 + 40 + + + 10 + 0 + 2 + + + 10 + 0 + 1 + + + 10 + -3 + 10 + + + + AMBIENT + 80 + 80 + + 100 + -5 + 5 + + + + + + 34 + Farm Prison + Farm Prison + 2 + + INTERROGATE_PRISONERS + Not exactly a state of the art prison, nevertheless your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. + 2 + 100 + 8 + + + + + + + 35 + Border Checkpoint + Boder Checkpoint + 2 + 1 + + INTERROGATE_PRISONERS + Not exactly a state of the art prison, nevertheless your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information. + 2 + 100 + 8 + + + + + + + 36 + Navy Base + Navy Base + 12 + 2 + 20 + 1 + + STAFF + By staffing the Harbor's head office, you can maximize the efficiency of mineral exports leaving the country. Your mine income will soar as a result! It's a good way to win the locals' trust, but the heavy machinery on the docks has its dangers. + 2 + 200 + 130 + + 70 + 25 + + + 50 + 1 + 4 + + + 5 + -2 + 2 + + + 20 + -15 + 20 + + + + PRACTICE_STRENGTH + Build up your muscles by loading cargo crates onto the ships. It's an honest work that'll make a few bucks, but watch out not to over-do it. + 6 + -5 + 130 + 101 + + 80 + 80 + 10 + + + 15 + -1 + 1 + + + 25 + -10 + 25 + + + + AMBIENT + 90 + + 300 + 0 + 10 + + + + + + 37 + T-Shirt Factory + Factory + 4 + + + - Requires: Doreen quest + 311 + 10 + 49185 + 0 + 2 + 15 + + + + 336 + 25 + 49545 + 6 + 15 + 311 + + + + 376 + 35 + 44145 + 4 + 15 + 311 + 1022 + + + + 2711 + 120 + 43785 + 7 + 15 + 311 + 336 + 336 + + + + 2712 + 120 + 50986 + 7 + 15 + 311 + 336 + 336 + + + + 1609 + 120 + 50985 + 7 + 15 + 311 + 336 + 336 + + + + Upgrade + 181 + 100 + 15 + + + + - Uniform requires upgrade + 2701 + 300 + 42347 + 25 + 30 + 311 + 311 + 311 + 336 + 336 + 336 + + + + 2701 + 180 + 42346 + 37 + 30 + 311 + 311 + 336 + 1609 + + + + + 38 + Hicks Farm + Farm + 4 + + + - Requires: Hicks dead + 1801 + 300 + 64584 + 2 + + + + 1821 + 100 + 64584 + 2 + + + + 1822 + 10 + 64584 + 3 + + + + 1916 + 60 + 64584 + 2 + + + + + 39 + Bomb Workshop + Workshop + 2 + + PRACTICE_EXPLOSIVES + This well-equipped workshop has the tools you need to create some makeshift bombs. Very dangerous, but it just might be worth it. + 2 + 150 + + 70 + 50 + + + 50 + -5 + 4 + + + + + 2553 + 60 + 44062 + 1 + 137 + 137 + + + + 2553 + 60 + 44063 + 1 + 2221 + 2221 + 2221 + 2221 + 2221 + 2221 + + + + 2551 + 60 + 44064 + 1 + 2201 + 2201 + 2201 + 2201 + 2201 + 2201 + + + + 2556 + 60 + 44065 + 1 + 2281 + 2281 + 2281 + 2281 + 2281 + 2281 + + + + 2554 + 60 + 44066 + 1 + 2271 + 2271 + 2271 + 2271 + 2271 + 2271 + + \ No newline at end of file diff --git a/Data-Bigmaps/TableData/Map/SectorNames.xml b/Data-Bigmaps/TableData/Map/SectorNames.xml index 3d00d74..99b61fc 100644 --- a/Data-Bigmaps/TableData/Map/SectorNames.xml +++ b/Data-Bigmaps/TableData/Map/SectorNames.xml @@ -1,28 +1,68 @@  + : + Describes the water resources available in a sector. + 0 - no water here at all + 1 - drinkable water (rivers, water supply from houses) + 2 - salt water, can't drink that + 3 - there is water here, but it is poisoned (swamps and polluted sectors) and may pose a health risk + + Describes if civilians are allowed in a sector at certain times + 0 - no curfew for civilians, a merc disguised as a civilian will not be automatically uncovered in this sector + 1 - curfew for civilians in place at night, a merc disguised as a civilian will be automatically uncovered in this sector at night + 2 - no civilians allowed here, ever, a merc disguised as a civilian will always be automatically uncovered in this sector. + + + Percentage value, how much dirt does a gun accumulate in this sector. This is a UINT16 value. + Base value at 100% is for a clean city. Environments where a gun gathers dirt faster get higher values. For example, deserts have a value of 1000, + which means that in a desert a gun will gather 10 times as much dirt as in a clean city. + + + increases the radio scanning range from a sector + base range is defined in SkillSettings.ini. Default for base range is 5. + + : + represents the amount of civilians dwelling in a sector, even if not physically present in a tactical map + + + Rating of how rich the population in this sector is. + + + chance that, if it rains, it will also happen in this sector + + + chance that, if a sandstorm happens, it will also happen in this sector + + + chance that, if it snows, it will also happen in this sector + + + Value between 0 and 100. If > 0, snakes can attack people in water. The higher the value, the more frequent this happens. + + + Value between 0 and 100. This is the maximum number of snakes that can be active during a snake attack. + + + Maximum number of workers that can be employed in this sector. + + 0 + 0 + 0 + Bloodcats/zombies/bandits can attack this sector. +--> A1 @@ -34,7 +74,16 @@ Curfew values 200 0 50 - + 2 + 80 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + A2 Chitzena @@ -45,7 +94,13 @@ Curfew values 200 0 150 - + 4 + 70 + 0 + 1 + 1 + 1 + A3 Tropical Hills @@ -55,7 +110,10 @@ Curfew values 0 250 0 - 0 + 0 + 60 + 0 + A4 Tropical Hills @@ -65,7 +123,10 @@ Curfew values 0 250 0 - 0 + 0 + 60 + 0 + A5 Hills @@ -75,7 +136,10 @@ Curfew values 0 200 0 - 0 + 0 + 60 + 0 + A6 Hills @@ -85,7 +149,11 @@ Curfew values 1 200 1 - 0 + 0 + 50 + 0 + 80 + A7 Hills @@ -95,7 +163,11 @@ Curfew values 0 200 0 - 0 + 0 + 50 + 0 + 80 + A8 Plains @@ -105,7 +177,11 @@ Curfew values 0 120 0 - 0 + 0 + 50 + 0 + 0 + A9 Omerta @@ -115,7 +191,11 @@ Curfew values 1 120 2 - 20 + 20 + 1 + 50 + 0 + A10 Omerta @@ -127,7 +207,10 @@ Curfew values 2 50 10 - 11 + 11 + 1 + 50 + 0 A11 @@ -138,7 +221,11 @@ Curfew values 1 120 0 - 8 + 8 + 0 + 50 + 0 + A12 Forest @@ -148,7 +235,11 @@ Curfew values 0 180 0 - 0 + 0 + 50 + 0 + 0 + A13 Forest @@ -158,7 +249,10 @@ Curfew values 0 180 0 - 0 + 0 + 50 + 0 + A14 Plains @@ -168,7 +262,10 @@ Curfew values 0 150 0 - 0 + 0 + 40 + 0 + A15 Hills @@ -178,7 +275,10 @@ Curfew values 0 200 0 - 0 + 0 + 50 + 0 + A16 Hills @@ -188,7 +288,10 @@ Curfew values 1 200 2 - 0 + 0 + 50 + 0 + B1 Chitzena @@ -198,7 +301,11 @@ Curfew values 1 200 0 - 100 + 100 + 5 + 80 + 0 + B2 Chitzena Mine @@ -211,6 +318,13 @@ Curfew values 200 219 220 + 6 + 70 + 0 + 50 + 1 + 1 + 1 B3 @@ -221,7 +335,10 @@ Curfew values 0 200 0 - 0 + 0 + 60 + 0 + B4 Tropical @@ -231,7 +348,11 @@ Curfew values 1 200 0 - 40 + 40 + 1 + 50 + 0 + B5 Farmland @@ -241,7 +362,11 @@ Curfew values 1 200 0 - 50 + 50 + 1 + 50 + 0 + B6 Forest @@ -251,7 +376,11 @@ Curfew values 0 180 0 - 0 + 0 + 0 + 50 + 0 + B7 Plains @@ -261,7 +390,10 @@ Curfew values 0 150 0 - 0 + 0 + 40 + 0 + B8 Farmland @@ -271,7 +403,11 @@ Curfew values 1 120 0 - 10 + 10 + 1 + 40 + 0 + B9 Omerta @@ -281,7 +417,11 @@ Curfew values 1 120 0 - 20 + 20 + 1 + 40 + 0 + B10 Farmland @@ -291,7 +431,10 @@ Curfew values 1 120 0 - 0 + 0 + 45 + 0 + B11 Woods @@ -301,7 +444,10 @@ Curfew values 0 180 0 - 0 + 0 + 45 + 0 + B12 Farmland @@ -311,7 +457,11 @@ Curfew values 0 120 0 - 6 + 6 + 1 + 50 + 0 + B13 Drassen Airport @@ -321,7 +471,15 @@ Curfew values 1 120 0 - 50 + 2 + 50 + 7 + 50 + 0 + 1 + 1 + 1 + B14 Drassen @@ -331,7 +489,14 @@ Curfew values 1 100 0 - 150 + 150 + 5 + 60 + 0 + 1 + 1 + 1 + B15 Swamp @@ -341,7 +506,12 @@ Curfew values 3 500 0 - 0 + 0 + 70 + 0 + 50 + 7 + B16 Forest @@ -351,7 +521,10 @@ Curfew values 0 200 2 - 0 + 0 + 50 + 0 + C1 Tropical Coast @@ -361,7 +534,10 @@ Curfew values 2 200 0 - 0 + 0 + 80 + 0 + C2 Tropical, road @@ -371,7 +547,10 @@ Curfew values 0 200 0 - 0 + 0 + 80 + 0 + C3 Tropical, road @@ -381,7 +560,11 @@ Curfew values 1 200 0 - 40 + 40 + 1 + 70 + 0 + C4 Tropical, road @@ -391,7 +574,10 @@ Curfew values 0 200 0 - 0 + 0 + 60 + 0 + C5 San Mona @@ -401,7 +587,11 @@ Curfew values 1 120 0 - 250 + 250 + 8 + 50 + 0 + C6 San Mona @@ -411,7 +601,11 @@ Curfew values 1 120 0 - 250 + 250 + 4 + 40 + 0 + C7 Plains, road @@ -421,7 +615,10 @@ Curfew values 0 150 0 - 0 + 0 + 35 + 0 + C8 Plains, road @@ -431,7 +628,10 @@ Curfew values 0 150 0 - 0 + 0 + 40 + 0 + C9 Omerta @@ -441,7 +641,11 @@ Curfew values 1 120 0 - 150 + 150 + 2 + 40 + 0 + C10 Woods @@ -451,7 +655,10 @@ Curfew values 0 100 0 - 0 + 0 + 40 + 0 + C11 Forest @@ -461,7 +668,10 @@ Curfew values 0 180 0 - 0 + 0 + 50 + 0 + C12 Hills @@ -471,7 +681,10 @@ Curfew values 0 200 0 - 0 + 0 + 50 + 0 + C13 Drassen @@ -481,7 +694,14 @@ Curfew values 1 100 0 - 300 + 300 + 4 + 50 + 0 + 1 + 1 + 1 + C14 Drassen @@ -491,7 +711,14 @@ Curfew values 1 120 0 - 200 + 200 + 3 + 60 + 0 + 1 + 1 + 1 + C15 Swamp @@ -501,7 +728,12 @@ Curfew values 3 500 0 - 0 + 0 + 70 + 0 + 50 + 7 + C16 Forest @@ -511,7 +743,12 @@ Curfew values 0 250 2 - 0 + 0 + 70 + 0 + 50 + 7 + D1 Tropical Coast @@ -521,7 +758,10 @@ Curfew values 2 200 0 - 0 + 0 + 80 + 0 + D2 Tropical @@ -531,7 +771,13 @@ Curfew values 1 200 2 - 0 + 0 + 70 + 0 + 1 + 1 + 1 + D3 Tropical Hills, road @@ -541,7 +787,10 @@ Curfew values 0 200 1 - 0 + 0 + 60 + 0 + D4 San Mona Mine @@ -551,7 +800,11 @@ Curfew values 1 150 0 - 40 + 40 + 3 + 50 + 0 + D5 San Mona @@ -561,7 +814,11 @@ Curfew values 1 120 0 - 250 + 250 + 12 + 50 + 0 + D6 Farmland, road @@ -571,7 +828,11 @@ Curfew values 1 120 0 - 15 + 15 + 1 + 50 + 0 + D7 Farmland, road @@ -581,7 +842,11 @@ Curfew values 1 120 0 - 20 + 20 + 1 + 50 + 0 + D8 Lake @@ -591,7 +856,10 @@ Curfew values 1 140 0 - 0 + 0 + 50 + 0 + D9 Plains, road @@ -601,7 +869,11 @@ Curfew values 0 120 0 - 15 + 15 + 1 + 40 + 0 + D10 Plains @@ -611,7 +883,10 @@ Curfew values 0 120 0 - 0 + 0 + 40 + 0 + D11 Woods @@ -621,7 +896,10 @@ Curfew values 1 120 2 - 0 + 0 + 40 + 0 + D12 Swamp @@ -631,7 +909,12 @@ Curfew values 3 500 0 - 0 + 0 + 60 + 0 + 50 + 7 + D13 Drassen Mine @@ -646,7 +929,13 @@ Curfew values 234 235 236 - + 50 + 0 + 100 + 1 + 1 + 1 + D14 Drassen @@ -656,7 +945,10 @@ Curfew values 1 150 1 - 0 + 0 + 60 + 0 + D15 Woods @@ -666,7 +958,13 @@ Curfew values 1 180 2 - 0 + 0 + 50 + 0 + 1 + 1 + 1 + D16 Forest @@ -676,7 +974,10 @@ Curfew values 0 180 2 - 0 + 0 + 50 + 0 + E1 Impassable @@ -686,7 +987,10 @@ Curfew values 0 100 0 - 0 + 0 + 80 + 0 + E2 Tropical @@ -696,7 +1000,10 @@ Curfew values 0 100 0 - 5 + 5 + 70 + 0 + E3 Plains, road @@ -706,7 +1013,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + E4 Hills @@ -716,7 +1026,11 @@ Curfew values 0 100 0 - 12 + 12 + 1 + 50 + 0 + E5 Hills @@ -726,7 +1040,11 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + 20 + E6 Plains @@ -736,7 +1054,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + E7 Farm, road @@ -746,8 +1067,12 @@ Curfew values 1 100 0 - 75 - 43 + 75 + 2 + 43 + 40 + 0 + E8 Farmland @@ -757,7 +1082,11 @@ Curfew values 0 100 0 - 12 + 12 + 1 + 40 + 0 + E9 Farm, road @@ -767,7 +1096,11 @@ Curfew values 0 100 0 - 15 + 15 + 1 + 50 + 0 + E10 Swamp @@ -777,7 +1110,13 @@ Curfew values 0 100 0 - 8 + 8 + 1 + 70 + 0 + 50 + 7 + E11 Woods @@ -787,7 +1126,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + E12 Woods @@ -797,7 +1139,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + E13 Water @@ -807,7 +1152,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + E14 Swamp @@ -817,7 +1165,12 @@ Curfew values 0 100 0 - 0 + 0 + 70 + 0 + 50 + 7 + E15 Forest, road @@ -827,7 +1180,10 @@ Curfew values 0 100 0 - 0 + 0 + 60 + 0 + E16 Unknown @@ -837,7 +1193,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + F1 Grumm @@ -847,7 +1206,11 @@ Curfew values 0 100 0 - 0 + 100 + 4 + 80 + 0 + F2 Grumm @@ -857,7 +1220,11 @@ Curfew values 0 100 0 - 0 + 100 + 4 + 75 + 0 + F3 Plains, road @@ -867,7 +1234,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + F4 Hills @@ -877,7 +1247,11 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + 20 + F5 Hills @@ -887,7 +1261,11 @@ Curfew values 0 100 0 - 0 + 0 + 30 + 0 + 80 + F6 Hills @@ -897,7 +1275,12 @@ Curfew values 1 100 0 - 50 + 50 + 2 + 30 + 0 + 80 + F7 Mountain, road @@ -907,7 +1290,10 @@ Curfew values 0 100 0 - 4 + 4 + 30 + 0 + F8 Cambria, Hospital @@ -917,7 +1303,14 @@ Curfew values 1 100 0 - 500 + 500 + 7 + 45 + 0 + 1 + 1 + 1 + F9 Cambria @@ -927,7 +1320,14 @@ Curfew values 1 100 0 - 250 + 250 + 2 + 40 + 0 + 0 + 1 + 1 + F10 Farmland @@ -937,7 +1337,11 @@ Curfew values 0 100 0 - + 70 + 1 + 55 + 0 + F11 Plains @@ -947,7 +1351,10 @@ Curfew values 0 100 0 - 0 + 0 + 45 + 0 + F12 Woods @@ -957,7 +1364,10 @@ Curfew values 0 100 0 - 10 + 10 + 50 + 0 + F13 Woods @@ -967,7 +1377,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + F14 Plains, road @@ -977,7 +1390,10 @@ Curfew values 0 100 0 - 0 + 0 + 40 + 0 + F15 Forest, road @@ -987,7 +1403,10 @@ Curfew values 0 100 0 - 0 + 0 + 45 + 0 + F16 Unknown @@ -997,7 +1416,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + G1 Grumm @@ -1007,7 +1429,11 @@ Curfew values 0 100 0 - + 300 + 7 + 50 + 0 + G2 Grumm @@ -1017,7 +1443,11 @@ Curfew values 0 100 0 - + 200 + 8 + 50 + 0 + G3 Coastal, road @@ -1027,7 +1457,10 @@ Curfew values 0 100 0 - 0 + 0 + 60 + 0 + G4 Mountain, road @@ -1037,7 +1470,10 @@ Curfew values 0 100 0 - 0 + 0 + 50 + 0 + G5 Mountain, road @@ -1047,7 +1483,11 @@ Curfew values 0 100 0 - 0 + 0 + 30 + 0 + 80 + G6 Mountain, road @@ -1057,7 +1497,12 @@ Curfew values 1 100 0 - 50 + 50 + 2 + 30 + 0 + 60 + G7 Farm, road @@ -1067,7 +1512,11 @@ Curfew values 0 100 0 - 20 + 20 + 1 + 35 + 0 + G8 Cambria @@ -1077,7 +1526,14 @@ Curfew values 1 100 0 - 150 + 150 + 10 + 40 + 0 + 1 + 1 + 1 + G9 Cambria @@ -1094,6 +1550,12 @@ Curfew values 162 163 164 + 8 + 40 + 0 + 1 + 1 + 1 G10 @@ -1104,7 +1566,10 @@ Curfew values 0 100 0 - 0 + 0 + 20 + 40 + G11 Desert, road @@ -1114,7 +1579,10 @@ Curfew values 0 100 0 - 0 + 0 + 20 + 40 + G12 Plains, road @@ -1124,7 +1592,10 @@ Curfew values 0 100 0 - 10 + 10 + 30 + 10 + G13 Plains @@ -1134,7 +1605,10 @@ Curfew values 0 100 0 - 0 + 0 + 30 + 00 + G14 Plains, road @@ -1144,7 +1618,10 @@ Curfew values 0 100 0 - 0 + 0 + 30 + 00 + G15 Forest @@ -1154,7 +1631,10 @@ Curfew values 0 100 0 - 0 + 0 + 40 + 00 + G16 Swamp @@ -1164,7 +1644,12 @@ Curfew values 0 100 0 - 0 + 0 + 60 + 0 + 50 + 7 + H1 Grumm @@ -1174,7 +1659,11 @@ Curfew values 0 100 0 - + 100 + 11 + 60 + 0 + H2 Grumm @@ -1184,7 +1673,11 @@ Curfew values 0 100 0 - + 150 + 10 + 55 + 0 + H3 Grumm Mine @@ -1194,7 +1687,15 @@ Curfew values 0 100 0 - + 150 + 10 + 50 + 0 + 200 + 1 + 1 + 1 + H4 Forest @@ -1204,7 +1705,10 @@ Curfew values 0 100 0 - + 10 + 50 + 0 + H5 Hills @@ -1214,7 +1718,11 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + 80 + H6 Mountain, road @@ -1224,7 +1732,11 @@ Curfew values 0 100 0 - + 0 + 40 + 0 + 20 + H7 Plains @@ -1234,7 +1746,10 @@ Curfew values 0 100 0 - + 0 + 35 + 0 + H8 Cambria Mine @@ -1244,7 +1759,15 @@ Curfew values 1 100 0 - 100 + 200 + 2 + 35 + 2 + 160 + 1 + 1 + 1 + H9 Plains @@ -1254,7 +1777,10 @@ Curfew values 0 100 0 - + 0 + 30 + 5 + H10 Desert @@ -1264,7 +1790,10 @@ Curfew values 0 100 0 - + 0 + 5 + 60 + H11 Desert @@ -1274,7 +1803,10 @@ Curfew values 0 100 0 - + 0 + 5 + 60 + H12 Plains, road @@ -1284,7 +1816,10 @@ Curfew values 0 100 0 - + 0 + 30 + 20 + H13 Alma @@ -1293,8 +1828,16 @@ Curfew values Alma 0 100 - 0 - + 2 + 1 + 200 + 12 + 40 + 0 + 0 + 1 + 1 + H14 Alma @@ -1303,8 +1846,15 @@ Curfew values Alma 0 100 - 0 - + 2 + 100 + 11 + 45 + 0 + 1 + 1 + 1 + H15 Swamp @@ -1314,7 +1864,12 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + 50 + 7 + H16 Woods @@ -1324,7 +1879,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + I1 Grumm @@ -1334,7 +1892,11 @@ Curfew values 0 100 0 - + 100 + 7 + 80 + 0 + I2 Coastal @@ -1344,7 +1906,11 @@ Curfew values 2 100 2 - + 50 + 7 + 80 + 0 + I3 Coastal, road @@ -1354,7 +1920,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + I4 Forest @@ -1364,7 +1933,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + I5 Woods @@ -1374,7 +1946,10 @@ Curfew values 0 100 0 - + 0 + 45 + 0 + I6 Estoni @@ -1384,7 +1959,11 @@ Curfew values 0 100 0 - + 20 + 1 + 35 + 20 + I7 Woods @@ -1394,7 +1973,10 @@ Curfew values 0 100 0 - + 0 + 30 + 0 + I8 Desert @@ -1403,8 +1985,15 @@ Curfew values Desert, SAM Site 1 100 - 0 - + 2 + 0 + 2 + 5 + 80 + 0 + 1 + 1 + I9 Desert @@ -1414,7 +2003,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + I10 Desert @@ -1424,7 +2016,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + I11 Plains @@ -1434,7 +2029,10 @@ Curfew values 0 100 0 - + 0 + 15 + 30 + I12 Plains @@ -1444,7 +2042,10 @@ Curfew values 0 100 0 - + 0 + 35 + 5 + I13 Alma @@ -1453,8 +2054,15 @@ Curfew values Alma 0 100 - 0 - + 2 + 200 + 7 + 40 + 0 + 0 + 0 + 1 + I14 Alma Mine @@ -1463,8 +2071,15 @@ Curfew values Alma Mine 0 100 - 0 - + 200 + 9 + 45 + 0 + 150 + 1 + 1 + 1 + I15 Woods @@ -1474,7 +2089,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + I16 Woods @@ -1484,7 +2102,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + J1 Impassable @@ -1494,7 +2115,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + J2 Coastal, road @@ -1504,7 +2128,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + J3 Coastal, road @@ -1514,7 +2141,10 @@ Curfew values 0 100 0 - + 0 + 60 + 0 + J4 Swamp @@ -1524,7 +2154,12 @@ Curfew values 0 100 0 - + 0 + 75 + 0 + 50 + 7 + J5 Swamp @@ -1534,7 +2169,12 @@ Curfew values 0 100 0 - + 0 + 75 + 0 + 50 + 7 + J6 Woods @@ -1544,7 +2184,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + J7 Woods @@ -1554,7 +2197,10 @@ Curfew values 0 100 0 - + 0 + 25 + 2 + J8 Desert @@ -1564,7 +2210,10 @@ Curfew values 0 100 0 - + 0 + 0 + 80 + J9 Desert @@ -1573,8 +2222,10 @@ Curfew values Desert 1 100 - 0 - 8 + 2 + 1 + 100 + 1 83 84 85 @@ -1614,6 +2265,9 @@ Curfew values 80 81 82 + 0 + 90 + J10 Desert @@ -1623,7 +2277,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + J11 Desert @@ -1633,7 +2290,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + J12 Woods @@ -1643,7 +2303,10 @@ Curfew values 0 100 0 - + 0 + 20 + 5 + J13 Farm, road @@ -1653,7 +2316,11 @@ Curfew values 0 100 1 - 25 + 25 + 2 + 30 + 0 + J14 Farm, road @@ -1663,7 +2330,11 @@ Curfew values 0 100 0 - + 10 + 1 + 40 + 0 + J15 Woods @@ -1673,7 +2344,10 @@ Curfew values 0 100 0 - + 0 + 40 + 0 + J16 Unknown @@ -1683,7 +2357,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + K1 Impassable @@ -1693,7 +2370,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + K2 Coastal, road @@ -1703,7 +2383,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + K3 Swamp @@ -1713,7 +2396,12 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + 50 + 7 + K4 Swamp @@ -1722,8 +2410,13 @@ Curfew values Orta Military Base 0 100 - 0 - + 2 + 0 + 80 + 0 + 50 + 7 + K5 Swamp @@ -1733,7 +2426,12 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + 50 + 7 + K6 Plains, road @@ -1743,7 +2441,10 @@ Curfew values 0 100 0 - + 0 + 60 + 15 + K7 Desert, road @@ -1753,7 +2454,10 @@ Curfew values 0 100 0 - + 0 + 5 + 70 + K8 Desert, road @@ -1763,7 +2467,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + K9 Desert, road @@ -1773,7 +2480,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + K10 Desert, road @@ -1783,7 +2493,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + K11 Desert, road @@ -1793,7 +2506,10 @@ Curfew values 0 100 0 - + 0 + 0 + 90 + K12 Desert, road @@ -1803,7 +2519,10 @@ Curfew values 0 100 0 - + 0 + 10 + 60 + K13 Woods @@ -1813,7 +2532,10 @@ Curfew values 0 100 0 - + 0 + 30 + 0 + K14 Woods @@ -1823,7 +2545,10 @@ Curfew values 0 100 0 - + 0 + 35 + 0 + K15 Forest @@ -1833,7 +2558,10 @@ Curfew values 0 100 0 - + 0 + 40 + 0 + K16 Unknown @@ -1843,7 +2571,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + L1 Coastline @@ -1853,7 +2584,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + L2 Coastal, road @@ -1863,7 +2597,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + L3 Swamp @@ -1873,7 +2610,12 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + 50 + 7 + L4 Swamp @@ -1883,7 +2625,12 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + 50 + 7 + L5 Forest @@ -1893,7 +2640,10 @@ Curfew values 0 100 0 - + 0 + 60 + 0 + L6 Plains, road @@ -1903,7 +2653,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + L7 Plains @@ -1913,7 +2666,10 @@ Curfew values 0 100 0 - + 0 + 25 + 10 + L8 Desert @@ -1923,7 +2679,10 @@ Curfew values 0 500 2 - 10 + 10 + 0 + 90 + L9 Plains @@ -1933,7 +2692,10 @@ Curfew values 0 100 0 - + 0 + 15 + 70 + L10 Woods @@ -1943,7 +2705,10 @@ Curfew values 0 100 0 - + 0 + 30 + 5 + L11 Balime @@ -1953,7 +2718,14 @@ Curfew values 0 100 0 - + 150 + 30 + 70 + 0 + 1 + 1 + 1 + L12 Balime @@ -1963,7 +2735,14 @@ Curfew values 0 100 0 - + 150 + 30 + 70 + 0 + 1 + 1 + 1 + L13 Coastline @@ -1973,7 +2752,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + L14 Swamp @@ -1983,7 +2765,12 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + 50 + 7 + L15 Forest @@ -1993,7 +2780,10 @@ Curfew values 0 100 0 - + 0 + 60 + 0 + L16 Unknown @@ -2003,7 +2793,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + M1 Impassable @@ -2013,7 +2806,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + M2 Coastal, road @@ -2023,7 +2819,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + M3 Swamp, road @@ -2033,7 +2832,12 @@ Curfew values 0 100 0 - + 0 + 90 + 0 + 50 + 7 + M4 Farmland @@ -2043,7 +2847,11 @@ Curfew values 0 100 0 - + 10 + 1 + 60 + 0 + M5 Forest, road @@ -2053,7 +2861,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + M6 Forest, road @@ -2063,7 +2874,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + M7 Plains @@ -2073,7 +2887,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + M8 Plains @@ -2083,7 +2900,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + M9 Plains @@ -2093,7 +2913,10 @@ Curfew values 0 100 0 - + 0 + 50 + 0 + M10 Tropical, road @@ -2103,7 +2926,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + M11 Impassable @@ -2113,7 +2939,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + M12 Impassable @@ -2123,7 +2952,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + M13 Woods @@ -2133,7 +2965,10 @@ Curfew values 0 100 0 - + 0 + 60 + 0 + M14 Swamp @@ -2143,7 +2978,12 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + 50 + 7 + M15 Unknown @@ -2153,7 +2993,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + M16 Unknown @@ -2163,7 +3006,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N1 Impassable @@ -2173,7 +3019,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N2 Impassable @@ -2183,7 +3032,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + N3 Meduna Airport @@ -2193,7 +3045,15 @@ Curfew values 0 100 0 - + 2 + 100 + 20 + 60 + 0 + 0 + 1 + 1 + N4 Meduna @@ -2202,8 +3062,16 @@ Curfew values Meduna, SAM Site 0 100 - 0 - + 1 + 2 + 50 + 12 + 60 + 0 + 0 + 1 + 1 + N5 Meduna @@ -2212,8 +3080,12 @@ Curfew values Meduna 0 100 - 0 - + 1 + 100 + 15 + 50 + 0 + N6 Tropical, road @@ -2223,7 +3095,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + N7 Coastal, road @@ -2233,7 +3108,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + N8 Coastal, road @@ -2243,7 +3121,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + N9 Tropical, road @@ -2253,7 +3134,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + N10 Tropical, road @@ -2263,7 +3147,10 @@ Curfew values 0 100 0 - + 0 + 70 + 0 + N11 Impassable @@ -2273,7 +3160,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N12 Impassable @@ -2283,7 +3173,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N13 Unknown @@ -2293,7 +3186,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N14 Unknown @@ -2303,7 +3199,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N15 Unknown @@ -2313,7 +3212,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + N16 Unknown @@ -2323,7 +3225,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O1 Impassable @@ -2333,7 +3238,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O2 Impassable @@ -2343,7 +3251,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O3 Meduna @@ -2352,8 +3263,12 @@ Curfew values Meduna 0 100 - 0 - + 2 + 100 + 2 + 50 + 0 + O4 Meduna @@ -2363,7 +3278,11 @@ Curfew values 0 100 0 - + 300 + 25 + 50 + 0 + O5 Impassable @@ -2373,7 +3292,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O6 Impassable @@ -2383,7 +3305,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O7 Impassable @@ -2393,7 +3318,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O8 Tropical @@ -2403,7 +3331,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O9 Tropical @@ -2413,7 +3344,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O10 Impassable @@ -2423,7 +3357,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O11 Impassable @@ -2433,7 +3370,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + O12 Impassable @@ -2443,7 +3383,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O13 Impassable @@ -2453,7 +3396,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O14 Unknown @@ -2463,7 +3409,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O15 Unknown @@ -2473,7 +3422,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + O16 Unknown @@ -2483,7 +3435,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P1 Impassable @@ -2493,7 +3448,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P2 Impassable @@ -2503,7 +3461,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + P3 Meduna @@ -2512,8 +3473,12 @@ Curfew values Meduna 0 100 - 0 - + 2 + 50 + 50 + 55 + 0 + P4 Impassable @@ -2523,7 +3488,10 @@ Curfew values 0 100 0 - + 0 + 80 + 0 + P5 Impassable @@ -2533,7 +3501,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P6 Impassable @@ -2543,7 +3514,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P7 Impassable @@ -2553,7 +3527,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P8 Impassable @@ -2563,7 +3540,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P9 Impassable @@ -2573,7 +3553,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P10 Impassable @@ -2583,7 +3566,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P11 Impassable @@ -2593,7 +3579,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P12 Impassable @@ -2603,7 +3592,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P13 Impassable @@ -2613,7 +3605,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P14 Unknown @@ -2623,7 +3618,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P15 Unknown @@ -2633,7 +3631,10 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + P16 Unknown @@ -2643,5 +3644,8 @@ Curfew values 0 100 0 - + 0 + 0 + 0 + \ No newline at end of file diff --git a/Data-Bigmaps/TableData/MercAvailability.xml b/Data-Bigmaps/TableData/MercAvailability.xml index 3089acb..477c618 100644 --- a/Data-Bigmaps/TableData/MercAvailability.xml +++ b/Data-Bigmaps/TableData/MercAvailability.xml @@ -13,73 +13,73 @@ 1 - Turtle + Haywire 0 -1 1 0 - 28 - 253 + 1 + 41 0 0 2 - Beth + Gasket 0 -1 1 0 - 20 - 225 + 2 + 42 0 0 3 - Haywire + Razor 0 -1 1 0 - 1 - 41 + 3 + 43 0 0 4 - Gasket + Flo 0 -1 1 0 - 2 - 42 + 4 + 44 0 0 5 - Razor + Gumpy 0 -1 1 0 - 3 - 43 + 5 + 45 0 0 6 - Flo + Reuban 0 -1 1 0 - 4 - 44 + 16 + 221 0 0 @@ -90,44 +90,44 @@ -1 1 0 - 38 + 36 189 0 0 8 - Gumpy + Rev 0 -1 1 0 - 5 - 45 + 22 + 247 0 0 9 - Larry + Elroy 0 -1 1 0 - 6 - 46 + 24 + 244 0 0 10 - Larry - 1 - 7 - 0 + Turtle + 0 + -1 + 1 0 - 7 - 47 + 26 + 253 0 0 @@ -138,19 +138,19 @@ -1 1 0 - 29 + 27 227 0 0 - + 12 Skitz 0 -1 1 0 - 30 + 28 179 0 0 @@ -162,7 +162,7 @@ -1 1 0 - 31 + 29 180 0 0 @@ -174,178 +174,178 @@ -1 1 0 - 37 + 35 188 0 0 15 - Ears + Elio 0 -1 0 0 - 25 - 249 - 0 - 1 + 40 + 196 + 100 + 2 - + 16 - Kaboom + Juan 0 -1 - 1 + 0 0 - 23 - 239 - 0 - 1 + 41 + 197 + 100 + 2 17 - Postie + Wahan 0 -1 - 1 + 0 0 - 15 - 220 - 0 - 1 + 42 + 198 + 100 + 2 - + 18 - Rev + It 0 -1 - 1 + 0 0 - 24 - 247 - 0 + 30 + 181 + 100 2 19 - Elroy + Postie 0 -1 - 1 + 0 0 - 26 - 244 - 0 + 15 + 220 + 100 2 20 - Sparky + Ears 0 -1 - 1 + 0 0 - 19 - 224 - 0 - 2 + 23 + 249 + 400 + 5 21 - Reuban + Dyno 0 -1 0 0 - 16 - 221 - 0 - 2 + 25 + 252 + 400 + 5 22 - Elio + Wink 0 -1 0 0 - 42 - 196 - 100 - 2 + 37 + 190 + 500 + 6 23 - Juan + Pops 0 -1 0 0 - 43 - 197 - 100 - 2 + 32 + 183 + 600 + 7 24 - Wahan + Wally 0 -1 0 0 - 44 - 198 - 100 - 2 + 33 + 184 + 600 + 7 25 - It + Eli 0 -1 0 0 - 32 - 181 - 100 - 2 + 34 + 185 + 600 + 7 26 - Gary + Leon 0 -1 0 0 - 18 - 223 - 500 - 3 + 17 + 222 + 800 + 10 - + 27 - Bubba + Sparky 0 -1 0 0 - 10 - 50 - 500 - 3 + 19 + 224 + 100 + 2 - + 28 - Dyno + Beth 0 -1 0 0 - 27 - 252 - 500 - 3 + 20 + 225 + 100 + 2 29 @@ -356,56 +356,56 @@ 0 21 226 - 2000 - 3 + 800 + 10 30 - Wink + Bernie 0 -1 0 0 - 39 - 190 + 31 + 182 500 - 3 + 8 31 - Pops + Bubba 0 -1 0 0 - 34 - 183 - 600 - 3 + 10 + 50 + 500 + 8 32 - Wally + Larry 0 -1 0 0 - 35 - 184 - 600 - 3 + 6 + 46 + 1000 + 15 33 - Eli - 0 - -1 + Larry + 1 + 32 0 0 - 36 - 185 - 600 - 3 + 7 + 47 + 0 + 0 34 @@ -416,47 +416,11 @@ 0 9 49 - 5000 - 4 + 15000 + 20 35 - Bernie - 0 - -1 - 0 - 0 - 33 - 182 - 500 - 4 - - - 36 - Manuel - 0 - -1 - 0 - 0 - 22 - 229 - 0 - 4 - - - 37 - Leon - 0 - -1 - 0 - 0 - 17 - 222 - 8000 - 5 - - - 38 Tex 0 -1 @@ -464,11 +428,11 @@ 0 13 167 - 10000 - 5 + 16000 + 21 - 39 + 36 Biggins 0 -1 @@ -476,11 +440,11 @@ 0 14 168 - 15000 - 7 + 18000 + 23 - 40 + 37 Cougar 0 -1 @@ -488,11 +452,11 @@ 0 8 48 - 15000 - 7 + 20000 + 25 - 41 + 38 Gaston 0 -1 @@ -500,11 +464,11 @@ 0 11 165 - 20000 - 7 + 25000 + 30 - 42 + 39 Stogie 0 -1 @@ -512,29 +476,41 @@ 0 12 166 - 25000 - 7 + 26000 + 31 - 43 + 40 + Spooky + 0 + -1 + 0 + 0 + 18 + 178 + 20000 + 30 + + + 41 Speck 0 -1 0 0 - 40 + 38 191 5000 7 - 44 + 42 John 0 -1 0 0 - 41 + 39 195 5000 7 diff --git a/Data-Bigmaps/TableData/MercOpinions.xml b/Data-Bigmaps/TableData/MercOpinions.xml index 91c626d..44f5535 100644 --- a/Data-Bigmaps/TableData/MercOpinions.xml +++ b/Data-Bigmaps/TableData/MercOpinions.xml @@ -82,10 +82,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -221,7 +217,7 @@ 0 0 0 - 0 + -5 0 0 0 @@ -328,7 +324,7 @@ 0 -3 -1 - 2 + -1 -1 -1 -1 @@ -345,10 +341,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -439,18 +431,18 @@ 0 0 0 - -1 + 0 0 0 0 - 1 + 0 0 0 0 0 - -3 - -2 - 1 + 0 + 0 + 0 0 0 0 @@ -458,16 +450,16 @@ 0 0 0 - 3 + 0 0 0 0 0 0 0 - 2 - 2 - 2 + 0 + 0 + 0 0 0 0 @@ -484,28 +476,28 @@ 0 0 0 - 0 + -3 0 0 0 0 - -1 - -5 - -3 - -4 - 2 - 2 - 4 - -2 - 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 0 0 - 1 - -2 - -1 + 0 + 0 + 0 0 0 0 @@ -608,10 +600,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -697,9 +685,9 @@ 0 0 0 - -8 - 2 - 2 + 0 + 0 + 0 0 0 0 @@ -708,20 +696,20 @@ 0 0 0 - 5 + 0 0 0 - -10 - -2 - 2 + 0 + 0 + 0 0 - 5 + 0 0 0 - 4 - 5 - -2 - -5 + 0 + 0 + 0 + 0 0 0 0 @@ -747,22 +735,22 @@ 0 0 0 - 0 + -6 0 0 0 0 - -3 - -5 - 2 + 0 + 0 + 0 0 0 - 4 - 2 + 0 + 0 0 - 2 + 0 0 - 3 + 0 0 0 0 @@ -772,12 +760,12 @@ 0 0 0 - 3 - -5 - 3 + 0 + 0 + 0 0 0 - 5 + 0 0 0 0 @@ -871,10 +859,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -960,7 +944,7 @@ 0 0 0 - -2 + 0 0 0 0 @@ -973,12 +957,12 @@ 0 0 0 - 2 - -5 - -3 + 0 + 0 + 0 0 0 - 3 + 0 0 0 0 @@ -991,9 +975,9 @@ 0 0 0 - -3 - -3 - -15 + 0 + 0 + 0 0 0 0 @@ -1010,32 +994,32 @@ 0 0 0 - 0 + -2 0 0 0 0 - -3 - -5 + 0 + 0 0 - 3 + 0 0 0 - -3 + 0 0 0 - -2 + 0 0 - 1 + 0 0 - 3 + 0 0 0 - -2 - 1 + 0 + 0 0 0 - -1 + 0 0 0 0 @@ -1043,10 +1027,10 @@ 0 0 0 - 2 + 0 0 0 - -2 + 0 0 0 0 @@ -1134,10 +1118,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -1223,40 +1203,40 @@ 0 0 0 - -5 - -3 + 0 + 0 0 - -2 + 0 0 - -5 - -3 - -3 - -2 - -4 - -1 - -2 - -1 - -3 - -10 - -5 - -3 - -2 - -6 - -2 - -1 - 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 -25 - -8 - -3 - -2 + 0 + 0 + 0 0 0 0 - -4 - -4 - -4 - -8 + 0 + 0 + 0 + 0 0 0 0 @@ -1273,45 +1253,45 @@ 0 0 0 - 0 + 2 0 0 0 0 - -8 - -15 - -4 - -8 - -5 - 1 - 5 - -4 - -1 - -3 - 15 - -2 - -3 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 - -8 - -15 - -4 - 2 - -5 - -10 - -4 - -3 - 3 - -2 - -5 - -3 - 2 - 5 - -4 - -4 - -4 - -10 - -8 - -4 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 @@ -1397,10 +1377,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -1486,40 +1462,40 @@ 0 0 0 - - 1 - -2 - 1 + 0 + 0 + 0 + 0 0 0 0 0 - -4 - -1 - -3 - 3 + 0 + 0 + 0 + 0 0 - 1 - -12 - -6 - -3 - -2 - -5 - -1 - -2 - 1 - 3 - -3 - -5 - -3 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 0 - -2 - -2 - -2 - -4 + 0 + 0 + 0 + 0 0 0 0 @@ -1536,45 +1512,45 @@ 0 0 0 - 0 + -15 0 0 0 0 - -8 - -14 - -3 - -3 - -4 - 2 + 0 + 0 + 0 + 0 + 0 + 0 0 - -1 - 1 - -1 - 3 + 0 + 0 + 0 + 0 0 - 1 - 3 - -3 - -5 - 1 - 2 - -3 - -7 - 1 - 1 - 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 - -4 - -5 - -2 - -3 + 0 + 0 + 0 + 0 0 - -5 - -3 - -3 + 0 + 0 + 0 0 @@ -1660,10 +1636,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -1749,31 +1721,31 @@ 0 0 0 - 1 - 2 + 0 + 0 0 0 0 0 - 1 - 1 - 3 + 0 + 0 + 0 0 0 0 - 4 + 0 0 - -3 - -4 + 0 + 0 0 0 0 0 0 - 1 - 3 + 0 + 0 0 - -2 + 0 0 0 0 @@ -1799,7 +1771,7 @@ 0 0 0 - 0 + -5 0 0 0 @@ -1808,22 +1780,22 @@ 0 0 0 - -1 - 1 + 0 + 0 0 0 0 - -1 + 0 0 0 - 2 + 0 0 0 0 0 - 1 + 0 0 - -1 + 0 0 0 0 @@ -1832,10 +1804,10 @@ 0 0 0 - 2 + 0 0 0 - -3 + 0 0 0 0 @@ -1923,10 +1895,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -2017,35 +1985,35 @@ 0 0 0 - -5 - -3 - -3 - 2 + 0 + 0 + 0 + 0 0 0 0 - 2 - 1 - -8 - -3 + 0 + 0 + 0 + 0 0 0 - -5 + 0 0 0 0 0 0 - -5 + 0 0 0 0 0 0 0 - -2 - -2 - -4 + 0 + 0 + 0 0 0 0 @@ -2062,7 +2030,7 @@ 0 0 0 - 0 + -7 0 0 0 @@ -2082,9 +2050,9 @@ 0 0 0 - -1 + 0 0 - 1 + 0 0 0 0 @@ -2098,7 +2066,7 @@ 0 0 0 - -2 + 0 0 0 0 @@ -2186,10 +2154,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -2280,17 +2244,17 @@ 0 0 0 - -10 - 3 - 3 + 0 + 0 + 0 0 0 0 - 5 + 0 0 0 0 - -1 + 0 0 0 0 @@ -2325,16 +2289,16 @@ 0 0 0 - 0 + -3 0 0 0 0 0 - 2 - -3 - 8 - 4 + 0 + 0 + 0 + 0 0 0 0 @@ -2348,11 +2312,11 @@ 0 0 0 - 3 + 0 0 0 - 2 - 2 + 0 + 0 0 0 0 @@ -2361,7 +2325,7 @@ 0 0 0 - 6 + 0 0 0 0 @@ -2379,7 +2343,7 @@ 25 -1 0 - 1 + -1 1 4 3 @@ -2449,10 +2413,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -2538,33 +2498,33 @@ 0 0 0 - -1 - -3 + 0 + 0 0 0 0 - 2 - 1 - 1 + 0 + 0 + 0 0 0 - 1 + 0 0 0 - -1 - -5 - -3 + 0 + 0 + 0 0 - -1 - -4 - -3 - -2 - -1 - -1 - -1 - -3 - 1 - 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 @@ -2588,44 +2548,44 @@ 0 0 0 - 0 + -3 0 0 0 0 - -1 - -3 - 1 - 2 + 0 + 0 + 0 + 0 0 0 - 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2 + 0 0 - -5 + 0 0 0 - -7 + 0 0 0 - 2 + 0 0 0 0 @@ -3238,10 +3190,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -3327,40 +3275,40 @@ 0 0 0 - -3 - 2 - -3 - -2 + 0 + 0 + 0 + 0 0 - 5 - -3 - -5 - 2 - -3 - -2 - -4 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 - 4 - -7 - -6 - -3 - -1 - -2 - -3 - -2 - -2 - -5 - -3 - -6 - -3 - -4 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 0 0 0 - -3 - -3 - 8 + 0 + 0 + 0 0 0 0 @@ -3377,45 +3325,45 @@ 0 0 0 - 0 + 10 0 0 0 0 0 0 - -2 - -4 - -4 - -3 - -3 - -10 - -3 - -2 - 4 - 3 - -3 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 - 1 - -3 - -2 + 0 + 0 + 0 0 - -3 - -4 - -2 - -3 - -2 - 1 - -3 - -3 - -2 - -10 - -2 - -1 - -3 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 0 - -2 - -4 + 0 + 0 0 @@ -3461,7 +3409,7 @@ 0 -3 -1 - -6 + -3 -2 -2 25 @@ -3501,10 +3449,6 @@ 0 0 0 - 0 - 0 - 0 - 0 0 0 0 @@ -3590,30 +3534,30 @@ 0 0 0 - -3 - 2 + 0 + 0 0 - 1 + 0 0 0 0 0 - 4 + 0 0 - -2 + 0 0 0 0 - 2 + 0 0 0 0 - -2 - -3 + 0 + 0 0 0 0 - -4 + 0 25 0 0 @@ -3640,44 +3584,44 @@ 0 0 0 - 0 + 6 0 0 0 0 - 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254 IRAQI, // 40 SYRIAN, BELGIAN, - PORTOGUESE, --> + PORTOGUESE, + BELARUSIAN_NAT, + SERBIAN_NAT, // 45 + PAISTANI_NAT, --> @@ -179,58 +214,54 @@ Max Profiles 0 - 254 3000 2000 TANPANTS - REDVEST + BLUEVEST PINKSKIN BLACKHEAD 0 0 0 0 - - 10 + 5 4 - 8 36 22 82 82 - 72 + 80 72 - 80 + 87 91 - 65 - 78 - 19 - 18 - 69 - 1 + 70 + 92 + 29 + 20 + 44 + 2 0 3 1 - 8 - 8 - 17 - + 17 + 0 11 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 16 @@ -242,14 +273,14 @@ Max Profiles 0 - 254 0 0 3 - 400 - 2500 - 4000 - 1 - 500 - 1860 - 7 - 15 + 700 + 3400 + 5500 + 0 + 0 + 1859 + 20 + 11 0 100 110 @@ -261,6 +292,7 @@ Max Profiles 0 - 254 0 0 0 + 255 @@ -278,79 +310,74 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - BLACKSHIRT + BLUEPANTS + WHITEVEST BLACKSKIN BLACKHEAD 0 0 0 0 - - 0 + 3 0 - 7 54 25 84 84 82 - 92 - 82 - 74 - 74 + 94 + 87 + 75 + 78 31 6 - 11 - 18 + 51 + 23 3 0 5 12 - 6 6 12 - 14 - 29 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 20 12 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 50 8 1 - 20 - 0 + 15 + 2 0 0 0 - 15 - 2 + 0 + 0 0 0 850 - 5000 - 9500 + 5500 + 9000 1 - 900 - 2295 - 6 - 18 + 1900 + 1780 + 20 + 15 0 100 130 @@ -387,71 +414,66 @@ Max Profiles 0 - 254 0 0 4 - - 12 + 4 0 - 7 27 44 - 85 - 85 + 81 + 81 77 - 82 - 88 - 78 + 79 + 86 + 71 99 50 - 42 - 27 - 32 + 39 + 34 + 29 4 0 - 8 + 3 4 - - 1 - 3 - 4 - 13 - + 3 + 19 + 13 18 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 23 2 - -1 - 0 - -1 + 251 + 16 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 4 0 0 - 1 + 0 -1 0 0 1 - 2200 - 14000 - 27000 + 2850 + 18500 + 35000 1 - 2500 - 7350 - 3 - 15 + 3300 + 4846 + 25 + 39 0 100 140 @@ -488,10 +510,8 @@ Max Profiles 0 - 254 1 1 0 - - 9 + 6 0 - 7 68 35 @@ -499,42 +519,38 @@ Max Profiles 0 - 254 94 95 69 - 62 - 70 - 75 - 38 + 50 + 72 + 79 + 37 16 - 18 - 32 - 3 + 8 + 24 + 2 0 2 7 - - 1 - 1 - 2 - 11 - 16 - + 2 + 6 + 16 21 10 - -1 - -1 - -1 + 255 + 255 + 255 37 60 33 10 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -546,14 +562,14 @@ Max Profiles 0 - 254 2 1 0 - 1400 - 9000 - 17500 + 525 + 3500 + 6000 0 0 - 3670 - 6 - 19 + 1762 + 20 + 17 0 100 150 @@ -590,50 +606,45 @@ Max Profiles 0 - 254 3 0 0 - - 0 - 11 - - 7 + 3 + 3 + 8 33 18 - 83 - 83 - 67 + 79 + 79 + 72 85 - 82 - 86 + 72 + 85 84 28 33 - 28 - 86 + 18 + 94 4 0 10 5 - 5 - 5 - 8 - 10 - - 230 - -1 - -1 - -1 - -1 + 10 + 17 + 255 + 255 + 255 + 255 + 255 19 - 60 + 90 188 20 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 42 40 @@ -647,14 +658,14 @@ Max Profiles 0 - 254 0 0 1 - 1250 - 8500 - 16000 + 2200 + 14500 + 26000 1 - 1500 - 1990 - 7 - 18 + 3100 + 3314 + 25 + 16 0 140 100 @@ -684,58 +695,54 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - BLUEVEST + greyVEST PINKSKIN BLACKHEAD 0 0 0 0 - - 5 + 8 0 - 9 35 8 - 85 - 85 - 75 - 82 + 95 + 95 + 79 + 77 98 97 - 78 + 81 88 - 24 - 16 + 27 + 7 99 2 0 3 1 - 8 8 17 - - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 35 40 13 36 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 2 @@ -747,14 +754,14 @@ Max Profiles 0 - 254 1 0 3 - 1800 - 12000 - 23000 + 2800 + 18000 + 32200 1 - 3500 - 5845 - 3 - 18 + 4300 + 4643 + 25 + 21 0 120 100 @@ -784,18 +791,16 @@ Max Profiles 0 - 254 3000 2000 TANPANTS - BROWNVEST + GREENVEST PINKSKIN BLONDHEAD 0 0 0 3 - 3 0 - - 7 + 6 37 40 82 @@ -804,38 +809,36 @@ Max Profiles 0 - 254 79 76 72 - 77 + 78 28 21 - 16 - 42 + 22 + 44 3 0 4 7 - 2 - 7 - 13 - + 13 + 0 7 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 17 10 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 19 @@ -847,14 +850,14 @@ Max Profiles 0 - 254 0 0 3 - 850 - 5500 - 10000 + 550 + 3600 + 6400 1 - 900 - 4570 - 24 - 18 + 1500 + 1625 + 20 + 16 0 180 130 @@ -891,50 +894,45 @@ Max Profiles 0 - 254 0 0 0 - - 9 + 7 0 - 8 48 32 - 92 - 92 - 84 - 89 - 90 - 84 + 94 + 94 + 87 + 90 + 95 + 83 92 55 - 32 - 13 - 20 + 35 + 15 + 14 4 0 8 7 - 1 2 - 14 - 15 - + 16 9 6 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 221 38 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 50 48 @@ -948,19 +946,19 @@ Max Profiles 0 - 254 0 0 0 - 1900 - 12250 - 24000 + 2950 + 20000 + 38000 1 - 2500 - 5025 - 6 - 31 + 3500 + 3366 + 25 + 27 0 35 50 - 200 - 70 + 400 + 10 0 0 0 @@ -992,70 +990,66 @@ Max Profiles 0 - 254 1 1 7 - 6 0 - 5 70 60 - 97 - 97 + 99 + 99 97 - 66 - 58 - 60 - 85 - 23 + 56 + 48 + 62 + 89 + 13 9 - 16 - 65 + 22 + 76 1 0 - 2 + 3 1 - - 6 + 8 8 16 - - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 3 70 7 16 9 30 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 12 3 2 - 1 + 0 0 8 - 2 + 1 0 - 2 - 400 - 2500 - 4800 + 1 + 950 + 5000 + 8000 0 0 - 1914 - 5 - 28 + 1963 + 20 + 13 0 80 100 @@ -1084,60 +1078,55 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS + GREENPANTS BROWNVEST PINKSKIN - BLACKHEAD + BROWNHEAD 0 0 0 0 - - 0 + 9 0 - 10 48 80 - 92 - 92 + 91 + 91 82 89 - 83 - 83 - 83 - 26 - 24 - 23 - 27 - 3 + 75 + 84 + 77 + 19 + 4 + 17 + 36 + 2 0 9 - 8 - - 1 - 13 - 14 - 23 - + 0 + 14 + 23 + 0 7 6 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 8 @@ -1145,18 +1134,18 @@ Max Profiles 0 - 254 0 0 0 - 16 - 1 + -1 + 0 0 0 - 900 - 6000 - 11000 - 0 - 0 - 2625 - 5 - 19 + 500 + 3200 + 5500 + 1 + 1300 + 1185 + 14 + 14 0 65 55 @@ -1188,57 +1177,52 @@ Max Profiles 0 - 254 GREENPANTS GREENVEST PINKSKIN - BROWNHEAD + BLACKHEAD 0 0 0 2 - 2 0 - 6 61 33 - 92 - 92 + 95 + 95 88 96 83 - 80 - 94 + 77 + 92 22 35 - 24 - 24 + 30 + 12 5 0 9 - 14 - - 3 + 15 + 4 14 - 19 - 23 - - -1 - -1 - -1 - -1 - -1 - -1 + 23 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -1250,14 +1234,14 @@ Max Profiles 0 - 254 2 0 0 - 3200 - 20000 - 37500 + 3100 + 20500 + 39000 1 - 2500 - 9943 - 22 - 17 + 3300 + 4272 + 25 + 29 0 100 200 @@ -1294,51 +1278,47 @@ Max Profiles 0 - 254 0 0 4 - - 8 + 0 2 - 8 65 45 - 78 - 78 - 74 + 68 + 68 + 69 66 81 79 - 74 - 96 + 78 + 99 21 - 18 - 54 + 5 + 33 4 0 6 3 - 8 17 18 - - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 17 40 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 17 @@ -1351,13 +1331,13 @@ Max Profiles 0 - 254 0 2 900 - 5800 + 5900 10000 1 - 1400 - 3775 - 6 - 18 + 2300 + 2255 + 20 + 15 0 25 100 @@ -1386,58 +1366,53 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - BLACKSHIRT + JEANPANTS + greyVEST TANSKIN BROWNHEAD 0 0 0 2 - - 11 + 2 0 - 9 67 98 - 94 - 94 + 81 + 81 79 92 92 81 97 - 49 - 36 - 24 - 58 + 47 + 37 + 2 + 37 6 0 9 14 - 3 3 - 5 - 14 - + 14 10 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 1 - 5 - -1 + 42 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 49 92 @@ -1451,14 +1426,14 @@ Max Profiles 0 - 254 0 0 0 - 4500 - 30000 - 56000 + 4000 + 25000 + 48000 1 - 3500 - 11815 - 1 - 11 + 4000 + 5270 + 25 + 38 0 90 100 @@ -1475,7 +1450,7 @@ Max Profiles 0 - 254 13 1 - Fidel Dahan + Fidel Dahan Fidel 13 13 @@ -1495,54 +1470,49 @@ Max Profiles 0 - 254 0 0 5 - 7 - 2 - + 7 6 93 - 98 + 101 88 88 83 - 86 - 82 - 78 - 86 - 92 - 12 - 18 - 39 - 4 + 83 + 64 + 71 + 85 + 97 + 1 + 3 + 6 + 3 0 - 8 - 9 - - 1 - 11 - 14 - 17 - + 2 + 0 + 6 + 17 + 0 43 189 - -1 - -1 - -1 + 255 + 255 + 255 41 34 227 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 44 16 - 4 + 0 5 2 0 @@ -1552,16 +1522,16 @@ Max Profiles 0 - 254 1 0 2 - 1200 - 8000 - 15000 + 2000 + 9500 + 16000 0 0 - 4115 - 6 - 31 + 3655 + 25 + 25 0 - 98 + 5 100 220 25 @@ -1589,17 +1559,15 @@ Max Profiles 0 - 254 3000 2000 JEANPANTS - BLACKSHIRT + REDVEST TANSKIN BROWNHEAD 1 3 0 4 - 12 5 - 10 46 10 @@ -1608,57 +1576,55 @@ Max Profiles 0 - 254 55 85 100 - 72 - 66 - 5 + 76 + 69 + 8 21 - 54 - 5 + 70 + 15 2 0 6 10 - - 5 + 18 9 10 - 37 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 3 100 8 80 183 48 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 41 26 0 0 4 - 1 + 0 2 0 -1 0 0 0 - 700 - 4500 - 8500 + 625 + 4000 + 7000 1 - 1250 - 1481 - 3 + 1600 + 2815 + 20 15 0 300 @@ -1688,57 +1654,53 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - greyVEST + BLUEPANTS + WHITEVEST TANSKIN BROWNHEAD 0 0 0 3 - 3 0 - 8 30 75 - 84 - 84 - 72 - 75 + 80 + 80 + 76 + 70 91 - 83 + 78 92 - 25 - 36 - 34 - 26 + 15 + 27 + 44 + 2 5 0 5 - 6 - - 4 + 5 + 5 12 - 18 - + 17 36 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 30 42 179 20 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 41 22 @@ -1752,16 +1714,16 @@ Max Profiles 0 - 254 1 0 1 - 1850 + 2000 12500 - 23500 + 22000 1 - 2000 - 3270 - 6 - 14 - 1 - 135 + 2700 + 2980 + 25 + 18 + 1 + 135 100 95 120 @@ -1789,58 +1751,52 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - BLACKSHIRT + GREENVEST DARKSKIN WHITEHEAD 0 1 0 2 - - 0 + 2 0 - - 8 + 10 50 101 - 86 - 86 - 85 + 75 + 75 + 82 65 84 94 97 76 83 - 42 - 72 + 68 + 80 8 0 7 7 - - 1 + 2 2 7 - 7 - 11 - 27 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 31 - 0 - -1 - 2 - -1 + 2 + 255 + 0 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 44 3 @@ -1854,14 +1810,14 @@ Max Profiles 0 - 254 1 0 0 - 8000 - 50000 - 90000 + 6000 + 37000 + 70000 1 - 5000 - 13575 - 26 - 30 + 5900 + 7370 + 23 + 38 0 160 150 @@ -1897,7 +1853,7 @@ Max Profiles 0 - 254 1 3 0 - 7 + 7 4 5 9 @@ -1908,8 +1864,8 @@ Max Profiles 0 - 254 59 78 87 - 89 - 87 + 93 + 86 4 24 48 @@ -1919,24 +1875,24 @@ Max Profiles 0 - 254 6 6 3 - 9 - 14 - -1 - -1 - -1 - -1 - -1 + 18 + 0 + 255 + 255 + 255 + 255 + 255 15 68 14 18 12 34 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 45 44 @@ -1950,9 +1906,9 @@ Max Profiles 0 - 254 0 0 1 - 1050 - 7000 - 13000 + 725 + 4700 + 8500 1 1800 1979 @@ -1987,56 +1943,52 @@ Max Profiles 0 - 254 3000 2000 JEANPANTS - WHITEVEST + JEANVEST DARKSKIN BROWNHEAD 0 0 0 1 - 1 0 - 7 72 35 90 90 84 - 78 + 88 87 78 - 84 - 26 - 43 - 22 - 27 - 4 + 86 + 3 + 23 + 7 + 42 + 3 0 6 8 - 1 1 18 - 29 3 - -1 - -1 - -1 + 255 + 255 + 255 1 30 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 50 6 @@ -2050,13 +2002,13 @@ Max Profiles 0 - 254 1 0 0 - 1300 + 1500 9000 - 17000 + 15000 1 - 1400 - 3910 - 14 + 2200 + 2503 + 25 18 0 115 @@ -2086,7 +2038,7 @@ Max Profiles 0 - 254 0 3000 2000 - GREENPANTS + BLUEPANTS WHITEVEST PINKSKIN BROWNHEAD @@ -2094,49 +2046,45 @@ Max Profiles 0 - 254 3 0 1 - - 5 + 1 5 - 7 36 31 81 81 68 - 64 + 56 76 - 92 - 60 - 14 + 90 + 70 + 0 16 - 92 - 8 + 94 + 0 1 0 4 9 - 9 - 9 - 13 - + 13 + 14 4 26 - -1 - -1 - -1 + 255 + 255 + 255 25 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 17 50 @@ -2150,13 +2098,13 @@ Max Profiles 0 - 254 0 0 1 - 750 - 5000 - 9500 + 800 + 5100 + 8500 1 - 2500 - 616 - 3 + 1600 + 1278 + 14 14 1 180 @@ -2193,48 +2141,48 @@ Max Profiles 0 - 254 0 0 0 - 6 - 8 + 6 + 11 0 - 8 + 5 51 70 - 78 - 78 - 74 - 65 - 58 + 82 + 82 + 64 + 60 + 53 87 - 81 - 46 - 27 + 84 + 31 + 33 84 4 4 0 - 10 - 6 + 0 + 0 9 9 - 17 + 0 185 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 189 18 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 15 @@ -2246,9 +2194,9 @@ Max Profiles 0 - 254 1 1 3 - 1150 - 7000 - 12500 + 1600 + 10000 + 16000 1 2000 2735 @@ -2289,8 +2237,8 @@ Max Profiles 0 - 254 0 1 0 - 5 - 6 + 5 + 7 0 9 98 @@ -2299,9 +2247,9 @@ Max Profiles 0 - 254 96 98 59 - 48 - 68 - 70 + 44 + 64 + 72 17 23 10 @@ -2311,29 +2259,29 @@ Max Profiles 0 - 254 2 2 6 - 11 - 16 - -1 - -1 - -1 - -1 - -1 + 16 + 0 + 255 + 255 + 255 + 255 + 255 34 44 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 40 4 0 - 0 + 14 2 0 1 @@ -2342,9 +2290,9 @@ Max Profiles 0 - 254 0 0 0 - 550 - 3500 - 6500 + 400 + 2700 + 4500 0 0 1916 @@ -2386,49 +2334,45 @@ Max Profiles 0 - 254 0 0 1 - 1 4 - 10 80 90 - 78 - 78 + 75 + 75 69 - 78 - 74 - 72 - 86 - 22 - 58 - 23 - 24 - 3 - 0 - 9 - 6 - - 3 - 7 - 12 - + 77 + 40 + 74 + 88 + 39 + 52 + 3 + 11 + 4 + 0 + 5 + 6 + 12 + 7 + 18 6 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 25 2 - -1 - 0 - -1 + 234 + 22 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 24 60 @@ -2441,17 +2385,17 @@ Max Profiles 0 - 254 -1 0 0 - 1 - 700 - 4700 - 9000 + 0 + 1000 + 6000 + 11000 1 - 1000 - 2875 - 6 - 18 + 1600 + 1755 + 20 + 17 0 - 120 + 220 130 100 160 @@ -2486,50 +2430,46 @@ Max Profiles 0 - 254 3 0 5 - 7 7 - - 6 + 5 101 101 - 78 - 78 - 73 + 71 + 71 + 68 84 - 78 - 88 - 88 - 22 - 32 - 9 - 16 + 47 + 90 + 96 + 19 + 13 + 0 + 5 4 0 7 8 - 1 2 15 22 - - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 2 4 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 2 28 @@ -2543,16 +2483,16 @@ Max Profiles 0 - 254 2 2 2 - 1400 - 9600 - 19000 + 2200 + 12000 + 18000 0 0 - 2290 - 3 - 24 + 4200 + 25 + 29 0 - 0 + 10 100 300 10 @@ -2567,7 +2507,7 @@ Max Profiles 0 - 254 24 1 - Ron "Raider" Higgens + Ron "Raider" Higgens Raider 24 24 @@ -2579,18 +2519,16 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - BLACKSHIRT + BLUEPANTS + BLUEVEST PINKSKIN BROWNHEAD 0 0 0 7 - - 11 + 12 0 - 6 25 50 @@ -2600,36 +2538,34 @@ Max Profiles 0 - 254 71 78 76 - 84 - 24 - 56 - 21 - 28 + 88 + 20 + 87 + 11 + 12 4 0 6 6 - 7 7 18 - 25 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 22 120 @@ -2643,14 +2579,14 @@ Max Profiles 0 - 254 0 0 0 - 1700 - 11000 + 2000 + 12000 20000 1 2000 - 8160 - 28 - 15 + 4071 + 26 + 21 1 100 200 @@ -2679,18 +2615,16 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - BLACKSHIRT + BLUEPANTS + BLUEVEST PINKSKIN BLONDHEAD 1 3 0 0 - - 12 + 7 0 - 6 25 50 @@ -2699,43 +2633,41 @@ Max Profiles 0 - 254 68 76 92 - 79 - 93 - 22 - 31 - 22 - 8 - 3 + 77 + 94 + 5 + 19 + 17 + 5 + 2 0 4 8 - - 3 + 1 3 13 - 24 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 19 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 + 0 0 0 0 @@ -2744,13 +2676,13 @@ Max Profiles 0 - 254 0 0 1800 - 12000 - 23000 + 11000 + 19000 1 - 2700 - 8675 - 28 - 15 + 2200 + 4867 + 26 + 28 1 120 100 @@ -2767,7 +2699,7 @@ Max Profiles 0 - 254 26 1 - Kirk "Static" Stevenson + Kirk "Static" Stevenson Static 26 26 @@ -2780,57 +2712,52 @@ Max Profiles 0 - 254 3000 2000 JEANPANTS - BLUEVEST + PURPLESHIRT PINKSKIN BROWNHEAD 0 0 0 1 - - 8 + 1 5 - 10 71 66 - 72 - 72 - 60 - 72 + 79 + 79 + 59 + 66 95 - 70 - 82 - 34 + 60 + 86 + 28 15 - 22 - 94 + 17 + 99 4 0 - 1 + 3 4 - 8 - 8 - 13 - 21 - + 13 + 0 47 19 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 46 2 30 88 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 43 20 @@ -2844,14 +2771,14 @@ Max Profiles 0 - 254 0 0 3 - 1200 - 8200 - 15600 + 2500 + 15000 + 25000 1 - 2000 - 3525 - 7 - 23 + 3200 + 2799 + 25 + 28 0 140 100 @@ -2880,57 +2807,53 @@ Max Profiles 0 - 254 0 3000 2000 - BLUEPANTS - GREENVEST + GREENPANTS + BLUEVEST BLACKSKIN WHITEHEAD 0 0 0 0 - - 0 + 4 0 - 7 39 21 - 92 - 92 - 79 - 83 + 89 + 89 + 77 + 80 88 - 73 + 83 83 47 61 35 - 48 + 54 7 - 0 + 1 8 6 - - 1 - 7 - 15 - + 7 + 1 + 18 4 233 - -1 - -1 - -1 + 255 + 255 + 255 33 66 221 44 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 49 30 @@ -2944,14 +2867,14 @@ Max Profiles 0 - 254 0 0 3 - 3750 - 24000 - 45000 + 2400 + 15000 + 28000 1 - 2000 - 4389 - 16 - 16 + 3100 + 3612 + 25 + 29 1 110 200 @@ -2980,7 +2903,7 @@ Max Profiles 0 - 254 0 3000 2000 - BLUEPANTS + GREENPANTS GREENVEST TANSKIN BROWNHEAD @@ -2988,49 +2911,45 @@ Max Profiles 0 - 254 0 0 2 - 2 0 - 8 51 11 99 99 - 82 - 76 - 88 + 73 + 99 + 79 91 - 72 - 8 - 24 - 75 - 22 + 61 + 0 + 10 + 88 + 12 3 0 - 4 - 13 - + 10 + 0 9 9 - 16 - - -1 - -1 - -1 - -1 - -1 - -1 + 10 + 255 + 255 + 255 + 255 + 255 + 255 0 8 50 50 28 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 40 10 @@ -3044,14 +2963,14 @@ Max Profiles 0 - 254 0 0 1 - 1550 - 10250 - 19500 + 1300 + 8000 + 14000 1 - 2000 - 1400 - 6 - 18 + 2700 + 3215 + 25 + 15 1 100 100 @@ -3081,17 +3000,15 @@ Max Profiles 0 - 254 3000 2000 JEANPANTS - BROWNVEST + JEANVEST DARKSKIN BROWNHEAD 0 1 0 6 - - 0 + 9 0 - 8 44 39 @@ -3100,39 +3017,35 @@ Max Profiles 0 - 254 92 99 98 - 86 + 80 94 - 48 - 38 - 18 - 78 + 27 + 16 + 24 + 91 5 0 1 9 - - 1 - 8 + 8 + 15 14 - 15 - 16 - 1 18 - -1 - -1 - -1 + 255 + 255 + 255 234 6 17 34 239 25 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 50 2 @@ -3146,14 +3059,14 @@ Max Profiles 0 - 254 2 1 0 - 3750 - 24000 - 46000 + 5500 + 35000 + 65000 1 - 3000 - 9751 - 26 - 14 + 5500 + 6081 + 23 + 30 0 65 110 @@ -3182,57 +3095,53 @@ Max Profiles 0 - 254 0 3000 2000 - BLUEPANTS - BLUEVEST + GREENPANTS + greyVEST PINKSKIN BROWNHEAD 0 0 0 7 - - 0 + 4 0 - 7 49 27 - 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254 3000 2000 BEIGEPANTS - BROWNVEST + GREENVEST PINKSKIN BLACKHEAD 0 0 0 - 5 - 11 + 5 + 7 0 10 95 101 - 86 - 86 - 84 - 83 - 93 - 62 + 83 + 83 + 89 + 81 + 97 + 55 83 16 13 @@ -3414,39 +3317,39 @@ Max Profiles 0 - 254 2 6 11 - 15 + 16 14 19 - -1 - -1 - -1 + 255 + 255 + 255 39 24 252 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 4 1 0 1 - 0 + 1 3 2 1 1 - 750 - 5000 - 8600 + 1200 + 6000 + 10000 0 0 2270 @@ -3468,7 +3371,7 @@ Max Profiles 0 - 254 33 1 - Dr Q. Huaong + Dr. Q. Huaong Dr. Q 33 33 @@ -3480,7 +3383,7 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS + GREENPANTS BLACKSHIRT TANSKIN BLACKHEAD @@ -3488,52 +3391,48 @@ Max Profiles 0 - 254 0 0 4 - - 0 + 8 0 - 6 22 20 88 88 - 82 + 73 92 - 86 - 92 - 76 + 81 + 91 + 60 20 26 - 64 - 24 + 87 + 19 3 0 12 4 - 6 6 9 13 - - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 4 74 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 2 13 @@ -3545,13 +3444,13 @@ Max Profiles 0 - 254 0 0 0 - 900 - 6000 - 11500 + 1500 + 7500 + 13000 0 0 - 1585 - 6 + 2588 + 20 16 0 80 @@ -3588,52 +3487,48 @@ Max Profiles 0 - 254 0 1 0 - 0 - 0 - + 9 3 10 94 49 - 86 - 86 + 72 + 72 90 60 - 82 - 75 - 80 + 88 + 79 + 84 78 24 - 7 - 83 + 11 + 63 4 0 1 - 4 - + 0 8 - 13 - 17 - + 17 + 0 14 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 21 40 40 28 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -3645,14 +3540,14 @@ Max Profiles 0 - 254 0 1 1 - 1400 - 7000 - 12500 + 1800 + 10000 + 16000 0 0 - 1618 - 3 - 16 + 2247 + 2 + 28 0 100 130 @@ -3682,59 +3577,54 @@ Max Profiles 0 - 254 3000 2000 BEIGEPANTS - BLACKSHIRT + GREENVEST TANSKIN dirtblnde 0 0 0 1 - - 10 + 1 0 - 7 40 16 96 96 89 - 87 - 88 + 83 + 84 97 - 70 - 12 - 48 - 59 + 74 + 11 + 61 + 70 35 3 0 2 9 - - 6 - 9 - 14 - 19 - + 9 + 14 + 6 18 26 - -1 - -1 - -1 + 255 + 255 + 255 19 - 50 - -1 + 100 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 19 @@ -3746,13 +3636,13 @@ Max Profiles 0 - 254 0 0 3 - 1200 - 8000 + 1750 + 10000 15000 0 0 - 2428 - 6 + 2564 + 20 15 0 210 @@ -3783,59 +3673,54 @@ Max Profiles 0 - 254 3000 2000 TANPANTS - GREENVEST + BLUEVEST PINKSKIN BLONDHEAD 1 3 0 1 - - 0 + 1 0 - 7 35 33 - 88 - 88 - 72 - 87 - 88 - 84 - 95 - 42 - 45 - 39 - 36 + 87 + 87 + 64 + 89 + 76 + 81 + 99 + 21 + 39 + 17 + 4 5 0 4 - 14 - + 6 3 - 3 - 13 - 23 - + 13 + 18 15 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 3 @@ -3847,11 +3732,11 @@ Max Profiles 0 - 254 2 0 0 - 3150 - 22000 - 42000 + 2900 + 19000 + 35000 1 - 2500 + 3400 7291 25 47 @@ -3884,56 +3769,52 @@ Max Profiles 0 - 254 3000 2000 BEIGEPANTS - REDVEST + BROWNVEST PINKSKIN BROWNHEAD 0 1 0 4 - - 0 + 2 0 - 8 44 24 - 94 - 94 + 90 + 90 85 83 - 82 + 86 76 - 82 + 79 40 22 - 45 + 48 65 3 0 6 4 - - 1 - 7 + 16 + 13 18 - 14 2 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 183 40 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 49 52 @@ -3947,14 +3828,14 @@ Max Profiles 0 - 254 0 0 0 - 1000 - 6800 - 13500 + 1400 + 8000 + 14000 1 - 1000 - 2310 - 7 - 21 + 2500 + 3819 + 25 + 22 0 100 100 @@ -3983,59 +3864,55 @@ Max Profiles 0 - 254 0 3000 2000 - BEIGEPANTS - BLUEVEST + BLUEPANTS + WHITEVEST PINKSKIN BROWNHEAD 0 0 0 3 - - 0 + 3 1 - 7 41 9 72 72 76 - 72 + 62 78 94 - 64 - 12 + 66 + 0 4 - 76 - 14 + 80 + 7 1 0 13 6 - 9 - 9 - 4 - - -1 - -1 - -1 - -1 - -1 + 11 + 18 + 255 + 255 + 255 + 255 + 255 28 14 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 4 @@ -4047,14 +3924,14 @@ Max Profiles 0 - 254 0 0 0 - 475 - 3200 - 6000 + 500 + 3000 + 5000 1 - 1200 - 1237 - 3 - 16 + 1100 + 1268 + 14 + 14 1 125 100 @@ -4084,62 +3961,58 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - YELLOWVEST + greyVEST PINKSKIN BROWNHEAD 1 3 0 5 - 11 0 - - 6 + 5 99 101 78 78 - 82 + 76 74 - 78 - 76 + 84 + 82 83 40 24 - 12 - 14 + 3 + 22 3 0 7 10 - 2 5 10 - - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 30 48 40 2 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 44 2 0 0 - 2 + 0 1 0 1 @@ -4147,13 +4020,13 @@ Max Profiles 0 - 254 0 2 2 - 900 - 5000 - 8500 + 800 + 4900 + 9000 1 - 750 - 1396 - 6 + 1600 + 2230 + 20 16 0 20 @@ -4183,59 +4056,55 @@ Max Profiles 0 - 254 0 3000 2000 - JEANPANTS - WHITEVEST + GREENPANTS + BROWNVEST PINKSKIN REDHEAD 0 0 0 9 - 13 2 - 10 101 101 - 78 - 78 - 60 - 78 - 76 + 73 + 73 + 41 + 74 + 71 58 57 4 13 - 4 - 0 + 24 + 2 2 0 - 4 - 6 - - 14 - 22 + 6 + 0 + 18 + 0 0 - 46 188 - -1 - -1 - -1 + 255 + 255 + 255 44 10 47 4 253 - 0 - -1 + 16 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -4247,18 +4116,18 @@ Max Profiles 0 - 254 0 0 0 - 300 + 200 0 0 0 0 - 811 - 14 + 1418 + 20 14 1 70 50 - 0 + 10 10 0 0 @@ -4284,27 +4153,25 @@ Max Profiles 0 - 254 3000 2000 BEIGEPANTS - BLACKSHIRT + greyVEST TANSKIN BROWNHEAD 0 0 0 5 - - 11 + 7 7 - 6 101 101 - 76 - 76 - 74 - 69 - 78 + 65 + 65 + 71 + 59 + 76 58 - 72 + 48 31 1 2 @@ -4312,30 +4179,28 @@ Max Profiles 0 - 254 1 0 8 - 8 - - 1 + 13 + 11 1 - 11 - + 0 43 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 49 6 40 28 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -4347,19 +4212,19 @@ Max Profiles 0 - 254 0 2 2 - 350 + 150 0 0 0 0 - 1890 - 6 - 19 + 728 + -1 + 14 0 10 10 350 - 0 + 10 0 0 0 @@ -4384,56 +4249,52 @@ Max Profiles 0 - 254 3000 2000 JEANPANTS - JEANVEST + greyVEST PINKSKIN BROWNHEAD 0 0 0 8 - - 6 + 7 6 - 10 101 101 72 72 68 - 76 + 61 89 - 42 - 54 + 49 + 44 8 3 - 1 + 0 82 1 0 1 - 1 - + 0 8 0 0 - 4 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 7 14 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 9 14 @@ -4445,16 +4306,16 @@ Max Profiles 0 - 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-1 - 0 - -1 + 221 + 8 + 255 0 - -1 + 255 0 - -1 + 255 0 44 8 @@ -4943,7 +4788,7 @@ Max Profiles 0 - 254 0 0 2 - 300 + 700 0 0 0 @@ -4986,48 +4831,48 @@ Max Profiles 0 - 254 0 0 0 - 8 - 4 + 8 + 9 0 - 7 + 6 101 101 - 84 - 84 + 88 + 88 87 83 79 75 93 - 35 - 21 + 45 + 31 33 - 28 + 58 5 0 8 9 1 - 11 - 14 + 14 + 19 37 27 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5039,7 +4884,7 @@ Max Profiles 0 - 254 0 0 0 - 1500 + 2000 0 0 0 @@ -5082,7 +4927,7 @@ Max Profiles 0 - 254 0 0 0 - 2 + 2 2 0 8 @@ -5091,8 +4936,8 @@ Max Profiles 0 - 254 84 84 78 - 82 - 74 + 72 + 61 70 88 13 @@ -5104,24 +4949,24 @@ Max Profiles 0 - 254 4 12 6 - 14 - 15 - -1 - -1 - -1 - -1 - -1 + 6 + 13 + 255 + 255 + 255 + 255 + 255 32 84 15 22 4 64 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 36 26 @@ -5135,7 +4980,7 @@ Max Profiles 0 - 254 1 2 0 - 600 + 900 0 0 0 @@ -5178,8 +5023,8 @@ Max Profiles 0 - 254 0 1 0 - 5 - 6 + 5 + 7 0 10 101 @@ -5187,14 +5032,14 @@ Max Profiles 0 - 254 86 86 98 - 60 + 54 68 - 30 + 29 77 - 21 + 61 5 - 2 - 53 + 0 + 59 4 0 2 @@ -5203,23 +5048,23 @@ Max Profiles 0 - 254 16 0 21 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 23 38 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5231,7 +5076,7 @@ Max Profiles 0 - 254 2 2 2 - 500 + 600 0 0 0 @@ -5240,7 +5085,7 @@ Max Profiles 0 - 254 20 16 0 - 0 + 10 100 250 100 @@ -5250,12 +5095,12 @@ Max Profiles 0 - 254 0 0 0 - 3 + 50 51 6 - + PGmale1 51 51 @@ -5274,7 +5119,7 @@ Max Profiles 0 - 254 0 0 0 - 0 + 0 0 0 7 @@ -5298,24 +5143,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5346,11 +5191,12 @@ Max Profiles 0 - 254 0 0 0 + 0 52 6 - + PGmale2 52 52 @@ -5369,7 +5215,7 @@ Max Profiles 0 - 254 0 0 0 - 0 + 0 0 0 7 @@ -5393,24 +5239,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5441,11 +5287,12 @@ Max Profiles 0 - 254 0 0 0 + 0 53 6 - + PGmale3 53 53 @@ -5488,24 +5335,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5536,11 +5383,12 @@ Max Profiles 0 - 254 0 0 0 + 0 54 6 - + PGLady1 54 54 @@ -5583,24 +5431,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5631,11 +5479,12 @@ Max Profiles 0 - 254 0 0 0 + 0 55 6 - + PGLady2 55 55 @@ -5678,24 +5527,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5726,11 +5575,12 @@ Max Profiles 0 - 254 0 0 0 + 0 56 6 - + PGLady3 56 56 @@ -5773,24 +5623,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -5821,6 +5671,7 @@ Max Profiles 0 - 254 0 0 0 + 0 57 @@ -5837,18 +5688,16 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - WHITEVEST + TANPANTS + GREENVEST TANSKIN BLACKHEAD 0 0 0 0 - 0 0 - 5 101 101 @@ -5861,35 +5710,33 @@ Max Profiles 0 - 254 85 31 98 - 11 + 13 22 6 0 4 13 - 7 - 11 - 13 - + 13 + 11 58 59 - -1 - -1 - -1 + 255 + 255 + 255 10 10 68 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 18 @@ -5937,59 +5784,55 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - WHITEVEST + TANPANTS + GREENVEST TANSKIN BLACKHEAD 0 0 0 4 - - 0 + 2 0 - 6 101 101 - 82 - 82 - 72 - 92 - 72 - 78 - 78 + 79 + 79 + 68 + 91 + 61 + 71 + 67 20 38 - 9 - 26 + 11 + 34 4 0 5 9 - - 12 - 14 - 23 - + 14 + 12 + 19 57 60 - -1 - -1 - -1 + 255 + 255 + 255 59 1 68 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 18 @@ -6037,64 +5880,60 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - WHITEVEST + TANPANTS + GREENVEST TANSKIN BROWNHEAD 1 3 0 0 - - 4 + 1 4 - 6 101 101 - 78 - 78 - 65 - 78 + 76 + 76 + 55 + 72 91 83 - 67 + 55 2 14 - 38 + 40 8 2 0 6 - 9 - + 6 9 - 14 + 18 19 - 60 57 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 32 30 0 0 3 - 1 + 0 0 0 0 @@ -6137,70 +5976,66 @@ Max Profiles 0 - 254 0 3000 2000 - BLACKPANTS - WHITEVEST + TANPANTS + GREENVEST TANSKIN BROWNHEAD 0 0 0 0 - - 0 + 6 6 - 8 101 101 - 78 - 78 - 78 - 81 - 72 - 67 - 78 + 75 + 75 + 71 + 73 + 51 + 56 + 77 12 21 - 3 - 64 - 2 + 17 + 71 + 1 0 5 5 - - 11 - 12 - 14 - + 12 + 17 + 0 57 58 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 30 12 0 18 - 2 + 0 0 - 1 + 0 0 -1 0 0 - 3 + 0 0 0 0 @@ -6245,19 +6080,17 @@ Max Profiles 0 - 254 0 0 2 - 2 0 - 9 101 101 - 78 - 78 - 75 - 64 + 73 + 73 + 71 + 61 88 - 78 + 72 67 96 11 @@ -6267,27 +6100,25 @@ Max Profiles 0 - 254 0 3 13 - - 8 + 17 11 - 17 - - -1 - -1 - -1 - -1 - -1 + 0 + 255 + 255 + 255 + 255 + 255 11 15 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 17 2 @@ -6301,7 +6132,7 @@ Max Profiles 0 - 254 1 1 1 - 1000 + 800 0 0 0 @@ -6344,7 +6175,7 @@ Max Profiles 0 - 254 0 21 0 - 0 + 0 0 0 7 @@ -6368,24 +6199,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -6433,26 +6264,24 @@ Max Profiles 0 - 254 0 3000 2000 - BEIGEPANTS - BROWNVEST + GREENPANTS + WHITEVEST DARKSKIN BLACKHEAD 0 0 0 0 - 6 0 - 5 101 0 - 78 - 78 - 76 - 74 - 71 + 68 + 68 + 69 + 68 + 66 35 78 0 @@ -6462,37 +6291,35 @@ Max Profiles 0 - 254 2 0 9 - 9 - - 11 - 14 - 19 - - -1 - -1 - -1 - -1 - -1 - -1 + 0 + 14 + 0 + 0 + 246 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 24 - 2 + 0 0 - 1 - 2 + 0 + 0 -1 0 0 @@ -6541,10 +6368,8 @@ Max Profiles 0 - 254 17 0 0 - 2 4 - 7 101 101 @@ -6563,34 +6388,32 @@ Max Profiles 0 - 254 0 14 8 - 3 - 13 - 14 - - -1 - -1 - -1 - -1 - -1 + 3 + 1 + 255 + 255 + 255 + 255 + 255 29 18 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 44 1 0 4 2 - 0 + 2 0 0 0 @@ -6620,80 +6443,80 @@ Max Profiles 0 - 254 65 - 4 - Betty Fung - Betty + 3 + Eskimo - Removed + RPC65 65 65 28 - 31 - 16 - 55 + 30 + 25 + 53 0 0 3000 2000 - BEIGEPANTS + GREENPANTS BROWNVEST - TANSKIN - WHITEHEAD - 1 - 14 + PINKSKIN + BLONDHEAD + 0 + 0 0 - 0 + 0 0 1 7 101 101 - 57 - 57 - 42 + 87 + 87 + 92 51 - 60 - 83 - 25 + 86 + 66 + 55 7 1 - 28 + 5 15 1 0 - 0 - 0 - 0 - 0 + 5 + 5 + 12 + 17 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 2 - 13 + 3 + 4 2 0 - 0 + 1 0 - -1 - 0 + 1 + 1 0 0 - 0 + 100 0 0 0 @@ -6701,17 +6524,18 @@ Max Profiles 0 - 254 0 -1 -1 - 1 + 0 50 60 50 50 - 9 - 3 + 0 + 0 0 0 - 1 - 30 + 0 + 0 + 65 66 @@ -6729,17 +6553,15 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - YELLOWVEST + greyVEST BLACKSKIN BLACKHEAD 0 0 0 5 - - 0 + 7 7 - 5 101 101 @@ -6752,33 +6574,31 @@ Max Profiles 0 - 254 68 9 8 - 8 + 21 67 1 0 1 1 - 8 8 0 - 67 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 1 30 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 50 1 @@ -6829,17 +6649,15 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - YELLOWVEST + greyVEST PINKSKIN BLONDHEAD 0 0 0 3 - - 0 + 3 4 - 10 101 101 @@ -6858,29 +6676,27 @@ Max Profiles 0 - 254 0 5 5 - 12 - 0 + 17 0 - 66 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 7 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -6907,7 +6723,7 @@ Max Profiles 0 - 254 10 9 10 - 0 + 1 19 11 25 @@ -6929,17 +6745,15 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - GREENVEST + greyVEST PINKSKIN dirtblnde 0 0 0 0 - 0 0 - 7 101 101 @@ -6947,41 +6761,39 @@ Max Profiles 0 - 254 88 85 81 - 84 - 79 - 92 + 79 + 71 + 87 21 - 23 - 14 + 15 + 33 42 5 0 7 7 - - 1 - 1 - 2 - - -1 - -1 - -1 - -1 - -1 + 2 + 2 + 0 + 255 + 255 + 255 + 255 + 255 7 21 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 13 - 90 + 9 0 8 0 @@ -6992,7 +6804,7 @@ Max Profiles 0 - 254 0 1 1 - 2400 + 1950 0 0 0 @@ -7036,16 +6848,14 @@ Max Profiles 0 - 254 0 0 0 - - 10 + 3 3 - 8 101 101 94 94 - 76 + 69 49 92 94 @@ -7058,29 +6868,27 @@ Max Profiles 0 - 254 0 6 10 - 9 - 9 - 10 - - -1 - -1 - -1 - -1 - -1 - -1 + 10 + 18 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -7128,7 +6936,7 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS + GREENPANTS BROWNVEST TANSKIN BLACKHEAD @@ -7136,10 +6944,8 @@ Max Profiles 0 - 254 0 0 7 - - 12 + 4 4 - 5 101 101 @@ -7152,33 +6958,31 @@ Max Profiles 0 - 254 95 68 51 - 19 - 32 + 49 + 22 5 0 6 8 - 1 - 7 + 1 18 - 68 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 30 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 47 3 @@ -7189,7 +6993,7 @@ Max Profiles 0 - 254 0 0 0 - 1 + 0 0 1 5500 @@ -7213,7 +7017,7 @@ Max Profiles 0 - 254 25 70 - + 71 5 Combat Jeep @@ -7324,18 +7128,16 @@ Max Profiles 0 - 254 0 3000 2000 - BEIGEPANTS - BLUEVEST + GREENPANTS + greyVEST PINKSKIN redbrown 0 0 0 5 - - 6 + 7 7 - 10 101 101 @@ -7354,40 +7156,38 @@ Max Profiles 0 - 254 0 1 1 - - 1 + 8 8 - 15 - - -1 - -1 - -1 - -1 - -1 + 0 + 255 + 255 + 255 + 255 + 255 14 2 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 0 0 - 1 - 2 + 0 + 0 -1 0 0 - 1 + 0 0 0 0 @@ -7432,7 +7232,7 @@ Max Profiles 0 - 254 0 0 0 - 0 + 6 0 7 101 @@ -7455,32 +7255,32 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 - 1 - 2 - 1 - 2 - 0 + 0 + 0 + 0 + 0 + -1 0 2 2 @@ -7551,24 +7351,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 25 @@ -7623,8 +7423,8 @@ Max Profiles 0 - 254 1 3 0 - 5 - 4 + 5 + 7 7 7 101 @@ -7645,26 +7445,26 @@ Max Profiles 0 - 254 8 8 1 - 7 + 1 16 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 23 @@ -7743,27 +7543,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 - 18 + 20 2 0 0 @@ -7791,6 +7591,7 @@ Max Profiles 0 - 254 0 3 60 + 76 77 @@ -7814,7 +7615,7 @@ Max Profiles 0 - 254 0 12 0 - 1 + 1 1 0 7 @@ -7838,24 +7639,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 18 @@ -7886,6 +7687,7 @@ Max Profiles 0 - 254 0 10 70 + 77 78 @@ -7909,7 +7711,7 @@ Max Profiles 0 - 254 0 0 0 - 2 + 2 2 0 7 @@ -7933,24 +7735,24 @@ Max Profiles 0 - 254 1 1 11 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 21 @@ -8005,7 +7807,7 @@ Max Profiles 0 - 254 0 0 0 - 5 + 5 7 0 7 @@ -8028,36 +7830,36 @@ Max Profiles 0 - 254 12 1 6 - 16 - -1 - -1 - -1 - -1 - -1 - -1 + 6 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 0 + 18 0 0 0 0 - 18 + 0 2 2 - 1 + 0 0 0 0 @@ -8101,7 +7903,7 @@ Max Profiles 0 - 254 0 12 0 - 1 + 1 1 0 7 @@ -8124,25 +7926,25 @@ Max Profiles 0 - 254 13 6 11 - 19 - -1 - -1 - -1 - -1 - -1 - -1 + 16 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -8173,6 +7975,7 @@ Max Profiles 0 - 254 8 6 53 + 80 81 @@ -8196,7 +7999,7 @@ Max Profiles 0 - 254 0 0 0 - 4 + 4 11 0 5 @@ -8218,26 +8021,26 @@ Max Profiles 0 - 254 10 13 11 - 18 + 10 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 57 0 59 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -8268,6 +8071,7 @@ Max Profiles 0 - 254 0 0 0 + 81 82 @@ -8291,7 +8095,7 @@ Max Profiles 0 - 254 1 3 0 - 5 + 5 7 7 7 @@ -8315,28 +8119,28 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 17 - 2 + 1 2 1 1 @@ -8363,6 +8167,7 @@ Max Profiles 0 - 254 0 0 0 + 82 83 @@ -8386,7 +8191,7 @@ Max Profiles 0 - 254 0 1 1 - 2 + 2 2 0 7 @@ -8410,27 +8215,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 4 + 0 0 0 0 @@ -8458,6 +8263,7 @@ Max Profiles 0 - 254 0 0 0 + 83 84 @@ -8481,7 +8287,7 @@ Max Profiles 0 - 254 0 17 0 - 0 + 0 0 0 7 @@ -8505,24 +8311,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -8553,6 +8359,7 @@ Max Profiles 0 - 254 0 3 0 + 84 85 @@ -8576,8 +8383,8 @@ Max Profiles 0 - 254 1 13 0 - 8 - 11 + 8 + 9 0 7 101 @@ -8600,33 +8407,33 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 18 + 3 1 1 1 1 - 0 - 1 + -1 + 0 2 1 0 @@ -8648,6 +8455,7 @@ Max Profiles 0 - 254 0 7 36 + 85 86 @@ -8671,7 +8479,7 @@ Max Profiles 0 - 254 0 0 0 - 6 + 6 4 0 7 @@ -8693,33 +8501,33 @@ Max Profiles 0 - 254 2 2 1 - 3 + 6 16 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 16 2 - 2 - 2 - 1 + 0 + 0 + 0 -1 0 0 @@ -8789,26 +8597,26 @@ Max Profiles 0 - 254 8 7 1 - 7 + 2 15 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 22 @@ -8887,26 +8695,26 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 4 0 @@ -8935,11 +8743,12 @@ Max Profiles 0 - 254 4 10 20 + 88 89 4 - Angel DaSilva + Angel Dasilva Angel 89 89 @@ -8958,7 +8767,7 @@ Max Profiles 0 - 254 0 12 0 - 0 + 0 1 0 7 @@ -8982,26 +8791,26 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 0 0 @@ -9054,7 +8863,7 @@ Max Profiles 0 - 254 0 12 0 - 2 + 2 2 0 7 @@ -9078,24 +8887,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -9126,7 +8935,7 @@ Max Profiles 0 - 254 15 6 5 - 46 + 90 91 @@ -9150,7 +8959,7 @@ Max Profiles 0 - 254 0 0 0 - 4 + 4 8 0 7 @@ -9174,24 +8983,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 12 @@ -9199,7 +9008,7 @@ Max Profiles 0 - 254 0 0 0 - 19 + 21 1 1 1 @@ -9246,8 +9055,8 @@ Max Profiles 0 - 254 0 0 0 - 1 - 0 + 1 + 1 0 7 101 @@ -9270,27 +9079,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 0 + 19 0 0 0 @@ -9298,7 +9107,7 @@ Max Profiles 0 - 254 18 2 1 - 1 + 0 0 0 0 @@ -9342,7 +9151,7 @@ Max Profiles 0 - 254 0 1 0 - 5 + 5 7 0 7 @@ -9360,30 +9169,30 @@ Max Profiles 0 - 254 10 16 4 - 0 + 1 2 2 6 11 16 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 16 @@ -9438,7 +9247,7 @@ Max Profiles 0 - 254 0 1 1 - 0 + 0 0 0 7 @@ -9462,27 +9271,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 4 + 18 0 0 1 @@ -9515,7 +9324,7 @@ Max Profiles 0 - 254 95 4 - Kyle Lemmons + Kyle Lemmons Kyle 95 95 @@ -9534,7 +9343,7 @@ Max Profiles 0 - 254 0 12 0 - 1 + 1 1 0 7 @@ -9558,24 +9367,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -9630,8 +9439,8 @@ Max Profiles 0 - 254 0 0 0 - 4 - 2 + 4 + 11 0 7 101 @@ -9654,24 +9463,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 14 @@ -9726,7 +9535,7 @@ Max Profiles 0 - 254 0 12 0 - 0 + 0 1 0 7 @@ -9750,24 +9559,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 0 @@ -9822,7 +9631,7 @@ Max Profiles 0 - 254 0 12 0 - 0 + 0 0 0 7 @@ -9846,27 +9655,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 - 31 + 0 + 18 0 0 1 @@ -9894,6 +9703,7 @@ Max Profiles 0 - 254 0 2 40 + 98 99 @@ -9917,8 +9727,8 @@ Max Profiles 0 - 254 0 12 0 - 7 - 0 + 7 + 12 0 7 101 @@ -9941,24 +9751,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 18 @@ -9989,6 +9799,7 @@ Max Profiles 0 - 254 0 2 34 + 99 100 @@ -10012,8 +9823,8 @@ Max Profiles 0 - 254 0 11 0 - 9 - 1 + 9 + 10 6 7 101 @@ -10036,24 +9847,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -10064,7 +9875,7 @@ Max Profiles 0 - 254 -1 0 0 - 2 + 3 0 0 0 @@ -10108,7 +9919,7 @@ Max Profiles 0 - 254 1 14 0 - 0 + 0 0 2 7 @@ -10132,24 +9943,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 18 @@ -10180,6 +9991,7 @@ Max Profiles 0 - 254 1 1 43 + 101 102 @@ -10203,8 +10015,8 @@ Max Profiles 0 - 254 1 3 0 - 5 - 0 + 5 + 7 0 7 101 @@ -10227,24 +10039,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 16 @@ -10299,7 +10111,7 @@ Max Profiles 0 - 254 0 12 0 - 9 + 9 10 2 7 @@ -10323,24 +10135,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 18 @@ -10376,7 +10188,7 @@ Max Profiles 0 - 254 104 4 - Gary "Gabby" Mulnick + Gary "Gabby" Mulnick Gabby 104 104 @@ -10395,7 +10207,7 @@ Max Profiles 0 - 254 0 12 0 - 2 + 2 2 0 7 @@ -10419,24 +10231,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -10491,7 +10303,7 @@ Max Profiles 0 - 254 0 12 0 - 1 + 1 1 0 7 @@ -10515,31 +10327,31 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 3 2 0 2 - 1 + 0 -1 0 0 @@ -10587,7 +10399,7 @@ Max Profiles 0 - 254 0 12 0 - 1 + 1 1 0 7 @@ -10611,24 +10423,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -10707,29 +10519,29 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 - 3 - 2 + 0 + 0 0 0 -1 @@ -10760,7 +10572,7 @@ Max Profiles 0 - 254 108 4 - Yanni Nomigotta + Yanni Nomigotta Yanni 108 108 @@ -10803,24 +10615,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 2 18 @@ -10875,7 +10687,7 @@ Max Profiles 0 - 254 1 14 0 - 3 + 3 3 0 7 @@ -10899,24 +10711,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -10971,7 +10783,7 @@ Max Profiles 0 - 254 0 0 0 - 5 + 5 7 0 7 @@ -10994,25 +10806,25 @@ Max Profiles 0 - 254 8 1 1 - 13 - -1 - -1 - -1 - -1 - -1 - -1 + 15 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 21 @@ -11067,7 +10879,7 @@ Max Profiles 0 - 254 0 1 0 - 0 + 0 0 0 7 @@ -11091,24 +10903,24 @@ Max Profiles 0 - 254 6 10 16 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -11163,7 +10975,7 @@ Max Profiles 0 - 254 0 0 0 - 8 + 8 9 7 7 @@ -11187,24 +10999,24 @@ Max Profiles 0 - 254 1 1 14 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 3 @@ -11259,7 +11071,7 @@ Max Profiles 0 - 254 0 12 0 - 0 + 0 0 0 7 @@ -11283,24 +11095,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -11355,7 +11167,7 @@ Max Profiles 0 - 254 0 16 0 - 0 + 0 0 0 7 @@ -11379,26 +11191,26 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 0 0 @@ -11451,7 +11263,7 @@ Max Profiles 0 - 254 0 12 0 - 0 + 0 0 0 7 @@ -11475,24 +11287,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -11517,11 +11329,11 @@ Max Profiles 0 - 254 100 100 100 - 9 - 7 + 10 + 12 0 0 - 6 + 11 28 115 @@ -11571,24 +11383,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -11643,7 +11455,7 @@ Max Profiles 0 - 254 0 0 0 - 2 + 2 2 0 7 @@ -11667,24 +11479,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 22 @@ -11763,24 +11575,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -11788,8 +11600,8 @@ Max Profiles 0 - 254 0 0 0 - 8 - 2 + -1 + 0 1 0 0 @@ -11859,24 +11671,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -11955,27 +11767,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 - 18 + 0 0 0 0 @@ -12051,26 +11863,26 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 0 0 @@ -12147,27 +11959,27 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 0 + 18 0 0 2 @@ -12219,8 +12031,8 @@ Max Profiles 0 - 254 1 13 0 - 6 - 5 + 6 + 12 0 7 101 @@ -12243,24 +12055,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -12270,7 +12082,7 @@ Max Profiles 0 - 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9 - 0 + 9 + 10 0 7 101 @@ -13010,24 +12823,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -13106,24 +12919,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 4 @@ -13202,35 +13015,35 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 - 0 - -1 - 0 - -1 + 255 + 255 + 255 + 255 + 255 + 255 + 0 + 255 + 0 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 0 0 - 1 - 1 + 0 + 0 -1 0 - 2 - 2 + 0 + 0 0 0 0 @@ -13274,7 +13087,7 @@ Max Profiles 0 - 254 0 11 0 - 9 + 9 10 0 7 @@ -13298,24 +13111,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -13346,6 +13159,7 @@ Max Profiles 0 - 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-1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 18 @@ -13727,6 +13543,7 @@ Max Profiles 0 - 254 0 2 29 + 138 139 @@ -13750,7 +13567,7 @@ Max Profiles 0 - 254 1 13 0 - 2 + 2 2 0 7 @@ -13774,24 +13591,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -13822,6 +13639,7 @@ Max Profiles 0 - 254 0 2 30 + 139 140 @@ -13869,24 +13687,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -13965,24 +13783,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -14061,27 +13879,27 @@ Max Profiles 0 - 254 0 0 0 - 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254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 3 0 @@ -15157,10 +14973,10 @@ Max Profiles 0 - 254 -1 -1 1 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 6 3 0 @@ -15215,26 +15031,26 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 3 0 @@ -15253,10 +15069,10 @@ Max Profiles 0 - 254 -1 -1 1 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 5 4 0 @@ -15311,28 +15127,28 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 4 + 0 18 - 2 + 3 0 1 0 @@ -15349,10 +15165,10 @@ Max Profiles 0 - 254 -1 -1 1 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 2 8 0 @@ -15407,28 +15223,28 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - 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254 0 0 0 + 162 163 @@ -16045,10 +15864,10 @@ Max Profiles 0 - 254 0 3000 2000 - - - - + + + + 0 0 0 @@ -16124,12 +15943,13 @@ Max Profiles 0 - 254 0 0 0 + 163 164 5 - Jeep - Jeep + Tank + Tank 164 164 0 @@ -16140,12 +15960,12 @@ Max Profiles 0 - 254 0 3000 2000 - GREENPANTS - BROWNVEST - PINKSKIN - BLONDHEAD + + + + 0 - 27 + 0 0 0 0 @@ -16153,8 +15973,8 @@ Max Profiles 0 - 254 7 101 0 - 100 - 100 + 15 + 15 1 1 1 @@ -16171,24 +15991,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -16213,12 +16033,13 @@ Max Profiles 0 - 254 0 0 0 - 10 - 1 + 0 + 0 0 0 0 0 + 164 165 @@ -16236,17 +16057,15 @@ Max Profiles 0 - 254 3000 2000 TANPANTS - BLACKSHIRT + GREENVEST TANSKIN BLACKHEAD 0 0 0 6 - 12 4 - 7 101 101 @@ -16261,45 +16080,43 @@ Max Profiles 0 - 254 28 23 22 - 4 + 6 0 4 14 - 3 - 7 + 3 13 - 14 17 - -1 - -1 - -1 + 255 + 255 + 255 23 6 32 8 44 8 - -1 + 255 0 - 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7 + 17 13 - 17 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 3 @@ -16592,11 +16400,11 @@ Max Profiles 0 - 254 0 2 0 - 2 - 1 + -1 + 0 0 3 - 4500 + 1600 0 0 0 @@ -16620,7 +16428,7 @@ Max Profiles 0 - 254 169 6 - + PGmale4 169 169 @@ -16711,6 +16519,7 @@ Max Profiles 0 - 254 0 0 0 + 169 170 @@ -16728,78 +16537,73 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - GREENVEST + BLACKSHIRT TANSKIN BLACKHEAD 0 0 0 2 - 2 0 - - 6 + 7 64 95 - 79 - 79 + 74 + 74 78 92 - 86 - 77 - 91 - 29 - 29 + 90 + 84 + 94 + 22 + 39 38 32 4 0 8 - 9 - + 15 1 - 14 - 19 - 23 - + 4 + 23 175 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 7 22 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 70 20 0 8 - 3 - 0 + 0 + 1 0 - 0 + 1 -1 0 0 0 - 1900 - 14000 - 25000 + 2650 + 16600 + 30000 1 - 2800 - 8220 - 27 - 31 + 3000 + 3373 + 25 + 16 0 100 180 @@ -16828,29 +16632,27 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - 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254 BROWNHEAD 0 0 - 0 + 1 8 11 7 - 6 + 4 101 101 - 75 - 75 - 82 - 68 - 69 - 28 - 36 - 1 - 7 - 0 - 2 - 2 + 77 + 77 + 79 + 49 + 62 + 59 + 48 + 4 + 3 + 4 + 7 + 1 0 13 0 11 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - 170 - 20 - 9 - 30 - -1 + 255 + 0 + 255 + 0 + 255 0 - -1 + 255 0 - -1 + 255 0 7 6 4 - 5 - 2 - 1 + 23 + 1 + 0 1 - 1 + 0 8 - 2 - 0 + 1 + 1 2 - 200 + 50 0 0 0 @@ -21748,61 +21512,61 @@ Max Profiles 0 - 254 0 0 0 - 6 + 7 9 6 9 - 56 - 52 - 72 - 72 - 74 - 68 - 64 + 101 + 101 + 65 + 65 + 72 + 50 + 54 77 - 83 - 21 - 46 - 20 - 33 - 6 - 0 + 85 + 31 + 74 + 25 + 48 + 8 + 1 6 - 0 - 4 + 6 + 7 7 18 22 226 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 223 40 - 46 - 40 - -1 - 0 - -1 - 0 - -1 - 224 - 2 - 0 + 224 + 32 + 46 + 24 + 47 + 12 + 255 + 0 + 224 + 2 0 0 - 0 + 2 0 - 1 + 0 1 -1 0 0 - 0 - 2000 + 2 + 800 0 0 0 @@ -21825,7 +21589,7 @@ Max Profiles 0 - 254 223 - 2 + 1 Gary Roachburn Gary 223 @@ -21845,63 +21609,63 @@ Max Profiles 0 - 254 0 1 0 - 8 - 3 + 6 + 6 0 8 - 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0 - 0 + 100 + 100 + 100 + 2 + 2 0 - 0 - 0 - 0 + 1 + 1 + 50 229 @@ -22512,72 +22276,71 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - BROWNVEST + BLUEVEST PINKSKIN BROWNHEAD 0 0 0 - 8 - 1 + 6 + 7 0 8 42 48 - 84 - 84 + 83 + 83 88 - 82 + 76 84 - 74 - 82 - 53 - 28 - 9 - 96 - 4 + 71 + 84 + 61 + 14 + 11 + 99 + 5 0 - 3 - 1 - 1 + 2 + 3 + 8 8 - 8 - 13 + 6 243 - 4 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 182 12 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 - 1 - 1 - 0 + 0 + 0 + 0 + 1 -1 0 - 1 - 2 - 2400 - 12500 - 22500 + 0 + 0 + 2650 + 16400 + 31000 1 - 1650 - 969 + 3100 + 1969 25 16 0 @@ -22608,60 +22371,59 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - BROWNVEST + BLACKPANTS + BLACKSHIRT TANSKIN - BROWNHEAD + BLACKHEAD 0 0 0 2 2 0 - 6 + 7 69 - 62 - 72 - 72 + 81 + 71 + 71 78 - 88 + 89 86 - 57 + 67 80 - 22 + 24 11 - 1 - 12 - 2 + 2 + 20 + 3 0 - 13 + 9 9 - 5 + 11 14 15 - 23 18 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - 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-1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 - 0 + 0 + 1 0 0 -1 0 0 0 - 2700 - 18000 - 30000 + 3900 + 23000 + 41000 1 - 3000 + 3600 2202 25 16 @@ -22905,63 +22666,62 @@ Max Profiles 0 - 254 0 0 0 - 8 - 7 - 0 - 9 + 6 + 8 + 4 + 8 101 72 84 84 - 76 - 78 - 92 - 62 - 68 - 16 - 4 - 1 + 90 + 82 + 73 + 47 + 56 + 30 + 11 + 4 92 - 2 + 4 0 1 10 8 - 13 - 14 - 20 + 10 + 0 29 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 2 - 2 - -1 + 18 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 2 - 1 + 0 1 1 -1 0 0 - 1 - 475 - 3300 - 6500 + 0 + 900 + 5100 + 9800 0 0 1045 @@ -23004,63 +22764,63 @@ Max Profiles 0 - 254 0 8 11 - 7 - 7 + 0 + 10 101 101 - 68 - 68 - 72 - 68 + 63 + 63 + 66 + 58 70 54 - 96 - 6 + 98 + 17 9 9 - 14 + 10 2 0 14 - 14 + 0 3 4 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 2 - 0 - 1 - 0 - 4 - 1 - 2 - 2 - 500 + 0 + 1 + 0 + 1 + -1 + 0 + 1 + 1 + 550 3400 - 6500 + 6200 1 - 1200 - 1529 + 650 + 1029 25 16 0 @@ -23091,7 +22851,7 @@ Max Profiles 0 - 254 0 3000 2000 - BLUEPANTS + BLACKPANTS GREENVEST TANSKIN WHITEHEAD @@ -23101,62 +22861,61 @@ Max Profiles 0 - 254 1 4 0 - 7 - 43 + 8 + 28 42 - 76 - 76 - 74 + 77 + 77 + 72 68 - 82 - 97 - 76 - 28 - 72 - 37 - 36 - 4 + 66 + 91 + 75 + 36 + 44 + 40 + 28 + 3 0 6 8 - 7 - 7 - 18 - 21 + 1 + 18 + 21 240 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 226 - 10 - -1 + 22 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 + 0 0 - 2 + 0 0 -1 0 0 0 - 2250 - 14000 - 25000 + 1000 + 5750 + 10000 1 - 2300 + 1200 1225 25 16 @@ -23188,59 +22947,58 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS + BEIGEPANTS BROWNVEST - TANSKIN + DARKSKIN BROWNHEAD 0 - 0 + 1 0 3 - 2 + 9 0 - 6 + 7 68 64 95 95 - 90 + 95 87 91 81 - 94 - 1 - 25 - 13 - 47 - 6 + 95 + 5 + 22 + 15 + 68 + 5 0 14 7 - 1 - 3 - 6 - 16 - -1 - -1 - -1 - -1 - -1 - -1 + 3 + 2 + 16 + 255 + 255 + 255 + 255 + 255 + 255 0 221 - 15 - -1 + 4 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 - 14 + 0 0 0 0 @@ -23249,12 +23007,12 @@ Max Profiles 0 - 254 0 0 0 - 4400 - 25000 - 45000 + 3900 + 24000 + 42000 1 - 2400 - 2252 + 4000 + 2699 25 16 1 @@ -23286,68 +23044,68 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - BROWNVEST + WHITEVEST TANSKIN BLACKHEAD 0 0 0 4 - 9 - 4 - 9 - 33 - 31 - 72 - 72 - 75 + 12 + 5 + 10 + 74 + 69 + 73 + 73 + 83 75 74 - 60 - 72 - 4 - 5 - 9 - 76 - 1 + 65 + 66 + 20 + 8 + 8 + 88 + 2 0 1 13 8 11 - 14 + 0 225 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 21 - 2 + 0 0 - 1 - 1 + 0 + 0 -1 0 0 - 1 - 350 - 2200 - 4000 + 0 + 500 + 3100 + 5900 0 0 542 @@ -23368,7 +23126,7 @@ Max Profiles 0 - 254 239 - 2 + 1 Marty "Kaboom" Moffat Kaboom 239 @@ -23388,65 +23146,65 @@ Max Profiles 0 - 254 0 0 0 - 0 + 1 6 - 6 + 8 9 - 33 + 85 28 - 92 - 92 - 84 - 78 + 71 + 71 + 87 + 93 91 - 13 - 58 - 84 - 4 - 0 - 27 - 1 + 28 + 60 + 85 + 2 + 2 + 37 + 2 0 - 5 + 2 5 6 17 0 252 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 0 0 - 0 + 1 0 -1 0 0 0 - 350 - 3000 - 4500 - 0 - 0 - 1114 + 330 + 1900 + 3600 + 1 + 300 + 1113 25 16 1 @@ -23485,51 +23243,51 @@ Max Profiles 0 - 254 0 0 1 - 0 + 1 1 8 - 54 + 37 45 73 73 - 79 + 72 79 75 - 72 - 78 - 8 - 22 - 19 - 18 - 2 + 69 + 86 + 21 + 20 + 24 + 28 + 3 0 - 8 + 14 4 - 7 - 21 + 3 + 13 22 236 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 186 30 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 + 0 0 2 0 @@ -23537,12 +23295,12 @@ Max Profiles 0 - 254 0 0 0 - 900 - 6000 + 1000 + 5750 10000 1 - 1500 - 1529 + 1200 + 1007 25 16 1 @@ -23581,64 +23339,64 @@ Max Profiles 0 - 254 0 0 1 - 0 + 10 0 - 9 - 21 - 21 - 72 - 72 - 75 - 69 - 84 + 10 + 29 + 18 + 74 + 74 + 81 + 71 + 89 68 - 64 - 82 - 9 - 0 - 60 - 3 + 69 + 80 + 12 + 8 + 46 + 5 0 3 - 5 - 2 - 8 + 4 + 8 + 13 17 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 180 20 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 2 + 0 0 0 - 0 - 1 - 1 + 2 + -1 + 0 0 0 - 1200 + 1250 7500 13000 - 1 - 1000 - 1529 + 0 + 0 + 1488 25 16 1 @@ -23669,72 +23427,72 @@ Max Profiles 0 - 254 0 3000 2000 - TANPANTS - greyVEST + BEIGEPANTS + WHITEVEST BLACKSKIN - BROWNHEAD + BLACKHEAD 0 0 0 - 1 - 0 - 0 - 9 + 4 + 8 + 9 + 7 38 33 92 92 - 79 - 78 - 86 - 92 - 42 - 6 - 23 - 97 - 34 + 73 + 80 + 81 + 88 + 62 + 8 + 27 + 93 + 37 3 0 - 6 + 13 13 9 9 - 0 - 228 - -1 - -1 - -1 - -1 - -1 + 11 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 0 - 3 - 1 + 0 + 0 0 - 0 + 1 -1 0 0 0 - 1600 - 10000 - 16000 + 1450 + 9500 + 16800 1 - 1800 - 1324 + 2000 + 1276 25 16 1 @@ -23766,7 +23524,7 @@ Max Profiles 0 - 254 3000 2000 BLACKPANTS - BROWNVEST + PURPLESHIRT TANSKIN WHITEHEAD 0 @@ -23774,70 +23532,69 @@ Max Profiles 0 - 254 0 8 7 - 4 - 8 + 7 + 9 74 90 - 88 - 88 - 92 - 62 - 74 - 73 - 73 - 24 + 82 + 82 + 89 + 66 + 71 + 68 + 65 + 38 7 - 4 - 82 - 3 + 8 + 86 + 4 0 - 7 - 1 - 2 + 2 + 0 + 6 8 - 8 - 13 + 0 230 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 236 - 18 - -1 + 30 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 1 + 0 0 - 1 - 1 + 0 + 0 -1 0 0 - 1 - 1000 - 6500 - 12000 + 0 + 850 + 5100 + 9800 0 0 1942 25 16 0 - 60 - 120 - 350 + 130 + 90 + 100 110 0 0 @@ -23871,59 +23628,58 @@ Max Profiles 0 - 254 0 2 2 - 1 + 0 7 101 101 - 76 - 76 + 63 + 63 68 - 74 - 78 - 72 + 54 + 88 + 50 55 6 15 12 - 72 - 3 + 81 + 1 0 9 1 - 8 - 14 - 20 - 20 - -1 - -1 - -1 - -1 - -1 - -1 + 20 + 20 + 14 + 255 + 255 + 255 + 255 + 255 + 255 0 181 16 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 0 - 0 + 1 0 - 0 + 2 -1 0 0 - 0 - 750 + 1 + 250 0 0 0 @@ -23932,10 +23688,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 110 + 100 + 90 0 0 0 @@ -23962,24 +23718,24 @@ Max Profiles 0 - 254 BLACKPANTS WHITEVEST TANSKIN - BLONDHEAD + WHITEHEAD 1 3 0 2 3 - 2 + 0 8 90 82 - 74 - 74 + 84 + 84 62 99 94 75 69 - 2 + 0 12 10 4 @@ -23987,51 +23743,51 @@ Max Profiles 0 - 254 0 9 0 - 14 - 20 - 0 + 20 + 14 + 20 248 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 14 16 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 3 + 4 0 - 2 - 0 + 0 + 1 -1 0 0 - 0 - 500 - 3000 - 5000 + 2 + 550 + 3300 + 6200 1 800 0 -1 -1 0 - 0 - 0 - 0 - 0 + 120 + 100 + 80 + 100 0 0 0 @@ -24068,66 +23824,66 @@ Max Profiles 0 - 254 8 78 90 - 84 - 84 + 79 + 79 83 84 - 80 - 68 - 65 + 88 + 72 + 61 17 - 8 - 16 - 28 + 28 + 6 + 38 1 0 13 - 0 + 13 11 15 - 20 + 0 63 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 251 8 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 4 27 - 2 - 1 - 1 - 1 - 0 - 1 + 0 + 0 + 0 + 0 + -1 + 0 0 0 - 300 - 2100 - 4000 + 500 + 2300 + 4500 1 - 500 + 1000 0 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 90 + 110 + 100 0 0 0 @@ -24159,59 +23915,59 @@ Max Profiles 0 - 254 2 0 7 - 9 + 1 0 - 7 + 6 12 101 74 74 67 - 66 - 64 - 64 + 46 + 41 + 54 64 - 21 - 54 - 39 - 9 - 2 + 41 + 62 + 15 + 15 + 1 0 6 10 - 9 + 18 10 - 18 - -1 - -1 - -1 - -1 - -1 - -1 + 0 + 255 + 255 + 255 + 255 + 255 + 255 0 221 16 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 1 0 0 0 0 - 0 + 2 -1 0 0 - 0 - 400 + 1 + 250 0 0 0 @@ -24220,10 +23976,10 @@ Max Profiles 0 - 254 -1 -1 0 - 50 - 20 - 20 - 10 + 120 + 80 + 120 + 120 0 0 0 @@ -24260,67 +24016,66 @@ Max Profiles 0 - 254 6 40 90 - 88 - 88 + 85 + 85 78 - 35 + 24 75 - 86 - 79 - 24 + 88 + 69 + 0 43 - 85 + 89 21 - 4 + 3 0 0 0 - 1 - 7 - 9 - 9 + 9 + 9 + 0 245 - -1 - -1 - -1 - -1 - 0 + 255 + 255 + 255 + 255 + 255 0 227 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 2 + 1 0 - 1 - 0 + 0 + 1 -1 0 0 0 - 2000 - 13000 - 24000 + 1200 + 7600 + 13000 1 1500 0 -1 -1 0 - 20 - 70 - 50 - 20 + 90 + 120 + 110 + 100 0 0 0 @@ -24352,7 +24107,7 @@ Max Profiles 0 - 254 0 0 6 - 0 + 11 0 8 101 @@ -24360,52 +24115,51 @@ Max Profiles 0 - 254 72 72 70 - 75 - 66 + 67 + 58 79 - 66 - 28 - 12 + 54 + 18 + 22 22 - 46 - 3 - 0 - 0 - 0 - 13 - 19 - 21 - 22 - -1 - -1 - -1 - -1 - -1 - -1 + 26 + 1 + 0 + 0 + 0 + 19 + 21 + 22 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - 2 - 0 - 0 - 0 + 0 + 3 + 2 + 1 0 - 0 + 1 -1 0 0 - 0 - 750 + 3 + 350 0 0 0 @@ -24414,10 +24168,10 @@ Max Profiles 0 - 254 -1 -1 0 - 20 - 10 - 10 - 10 + 90 + 120 + 90 + 100 0 0 0 @@ -24451,45 +24205,45 @@ Max Profiles 0 - 254 1 5 6 - 9 + 10 70 70 - 54 - 54 - 46 + 49 + 49 + 42 39 - 34 + 29 89 - 78 + 84 31 52 29 88 5 - 0 + 2 3 1 - 3 - 8 + 8 + 4 0 183 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 223 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -24502,18 +24256,18 @@ Max Profiles 0 - 254 0 0 1000 - 6500 - 12000 + 5000 + 8500 1 - 3000 + 2000 0 -1 -1 0 - 60 - 20 - 0 - 20 + 100 + 120 + 100 + 90 0 0 0 @@ -24525,7 +24279,7 @@ Max Profiles 0 - 254 251 1 - Lesley "Smoke" Peterson + Lesley "Smoke" Petersen Smoke 251 251 @@ -24555,37 +24309,37 @@ Max Profiles 0 - 254 75 87 80 - 46 + 44 69 90 15 7 20 - 3 + 1 0 - 0 + 3 0 - 14 - 17 + 17 + 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 4 @@ -24597,19 +24351,19 @@ Max Profiles 0 - 254 0 0 1 - 850 - 5000 - 9000 + 650 + 3200 + 6200 0 0 0 -1 -1 0 - 20 - 40 - 50 - 10 + 100 + 80 + 90 + 90 0 0 0 @@ -24646,54 +24400,54 @@ Max Profiles 0 - 254 8 80 70 - 76 - 76 + 48 + 48 73 80 95 - 62 - 68 - 50 + 45 + 60 + 85 2 - 30 - 30 + 31 + 11 1 0 - 0 + 3 0 - 13 - 17 + 17 + 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 2 + 1 0 - 1 - 1 + 0 + 0 -1 0 0 - 3 - 300 + 2 + 350 0 0 0 @@ -24702,10 +24456,10 @@ Max Profiles 0 - 254 -1 -1 0 - 70 - 30 - 0 - 0 + 160 + 90 + 60 + 90 0 0 0 @@ -24737,18 +24491,18 @@ Max Profiles 0 - 254 1 0 7 - 8 + 9 4 - 0 - 90 + 10 + 101 101 - 75 - 75 - 72 + 53 + 53 + 61 8 - 72 + 21 85 - 82 + 75 5 25 2 @@ -24761,35 +24515,35 @@ Max Profiles 0 - 254 5 0 149 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 - 2 + 1 0 1 - 1 + 0 -1 0 0 - 1 - 350 + 0 + 200 0 0 0 @@ -24798,10 +24552,10 @@ Max Profiles 0 - 254 -1 -1 0 - 20 - 70 - 20 - 30 + 100 + 110 + 80 + 90 0 0 0 @@ -24812,9 +24566,9 @@ Max Profiles 0 - 254 254 - 0 - - + 6 + + 254 254 0 @@ -24825,10 +24579,10 @@ Max Profiles 0 - 254 0 0 0 - - - - + + + + 0 0 0 @@ -24904,5 +24658,6 @@ Max Profiles 0 - 254 0 0 0 + 254 diff --git a/Data-Bigmaps/TableData/MercQuote.xml b/Data-Bigmaps/TableData/MercQuote.xml index 73a03b0..ae8af6c 100644 --- a/Data-Bigmaps/TableData/MercQuote.xml +++ b/Data-Bigmaps/TableData/MercQuote.xml @@ -782,7 +782,7 @@ 71 - RPC71 + Combat jeep 0 0 0 @@ -1642,9 +1642,9 @@ 149 Mike 0 - 0 - 0 - 0 + 1 + 2 + 62 0 0 0 @@ -1794,7 +1794,7 @@ 163 - + Heli 0 0 0 @@ -1805,7 +1805,7 @@ 164 - + Tank 0 0 0 @@ -1860,14 +1860,14 @@ 169 - - 0 - 0 - 0 - 0 + PGmale4 + 1 + 1 + 2 + 61 0 - 0 - 0 + 1 + 1 170 @@ -1959,238 +1959,238 @@ 178 - - 0 + Spooky + 1 0 - 0 - 0 + 2 + 62 0 - 0 - 0 + 1 + 1 179 - + Skitz 0 0 0 - 0 - 0 - 0 - 0 + 62 + 1 + 1 + 1 180 - + Weasel 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 61 + 1 + 1 + 1 181 - Jorge - 0 + It + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 182 - - 0 + Bernie + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 61 + 1 + 1 + 1 183 - - 0 + Pops + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 184 - - 0 + Wally + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 185 - - 0 + Eli + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 186 - - 0 + Mitch + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 187 - - 0 + Carp + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 188 - + Lance 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 189 - - 0 + Raffi + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 61 + 1 + 1 + 1 190 - + Wink 0 0 0 - 0 - 0 - 0 - 0 + 62 + 1 + 1 + 1 191 - - 0 + Speck + 1 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 192 - - 0 - 0 + PGmale5 + 1 + 1 0 - 0 + 62 0 0 - 0 + 1 193 - - 0 - 0 - 0 - 0 + PGmale6 + 1 + 1 + 2 + 62 0 0 - 0 + 1 194 - - 0 - 0 - 0 - 0 + PGmale7 + 1 + 1 + 2 + 61 0 - 0 - 0 + 1 + 1 195 - - 0 - 0 - 0 - 0 - 0 - 0 - 0 + John + 1 + 1 + 2 + 62 + 1 + 1 + 1 196 - - 0 - 0 - 0 - 0 - 0 - 0 - 0 + Elio + 1 + 1 + 1 + 62 + 1 + 1 + 1 197 - + Juan 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 1 + 61 + 1 + 1 + 1 198 - + Wahan 0 - 0 - 0 - 0 + 1 + 2 + 61 0 - 0 - 0 + 1 + 1 199 - + Jeep 0 0 0 @@ -2366,14 +2366,14 @@ 215 - + Buns 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 2 + 62 + 3 + 1 + 1 216 @@ -2423,32 +2423,32 @@ 220 Postie 0 - 1 + 0 2 62 - 0 - 0 + 1 + 1 1 221 Reuban 0 - 1 + 0 2 62 - 0 - 0 - 0 + 1 + 1 + 1 222 Leon 0 - 1 + 0 2 62 - 0 + 1 1 1 @@ -2456,7 +2456,7 @@ 223 Gary 0 - 1 + 0 2 62 0 @@ -2470,9 +2470,9 @@ 0 2 62 - 0 + 1 1 - 0 + 1 225 @@ -2483,40 +2483,40 @@ 62 0 1 - 0 + 1 226 Sam 0 - 1 + 0 2 62 0 - 0 - 0 + 1 + 1 227 - + Hurl 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 2 + 62 + 1 + 1 + 1 228 - - 0 - 0 - 0 - 0 - 0 - 0 - 0 + Doc + 1 + 1 + 2 + 62 + 1 + 1 + 1 229 @@ -2538,7 +2538,7 @@ 62 0 1 - 0 + 1 231 @@ -2549,7 +2549,7 @@ 62 0 1 - 0 + 1 232 @@ -2560,7 +2560,7 @@ 62 0 1 - 0 + 1 233 @@ -2604,7 +2604,7 @@ 62 0 1 - 0 + 1 237 @@ -2615,7 +2615,7 @@ 62 0 1 - 0 + 1 238 @@ -2626,7 +2626,7 @@ 62 0 1 - 0 + 1 239 @@ -2644,11 +2644,11 @@ Bud 0 0 - 2 + 0 62 - 0 + 1 1 - 0 + 1 241 @@ -2659,7 +2659,7 @@ 62 0 1 - 0 + 1 242 @@ -2685,91 +2685,91 @@ 244 - + Elroy 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 245 - + Mouse 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 246 - + Hector 0 0 - 0 - 0 - 0 - 0 - 0 + 1 + 62 + 1 + 1 + 1 247 - + Rev 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 248 - + Stella 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 249 - + Ears 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 250 - + Moses 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 251 - + Smoke 0 0 - 0 - 0 - 0 - 0 - 0 + 2 + 62 + 1 + 1 + 1 252 @@ -2778,7 +2778,7 @@ 0 2 62 - 0 + 1 1 1 @@ -2789,7 +2789,7 @@ 0 2 62 - 0 + 1 1 1 diff --git a/Data-Bigmaps/TableData/OldAIMArchive.xml b/Data-Bigmaps/TableData/OldAIMArchive.xml index 5f916dc..dea23ec 100644 --- a/Data-Bigmaps/TableData/OldAIMArchive.xml +++ b/Data-Bigmaps/TableData/OldAIMArchive.xml @@ -1,33 +1,17 @@  - - - 4 - Smoke - Smoke Peterson - Throughout his many years of shaky service with A.I.M., Smoke Peterson was repeatedly cited for short-fusing explosives - a juvenile attempt at cheap laughs. To the delight of a number of members, the final laugh was on him. Distracted by an elusive pebble in his combat boot, Peterson bid this world goodbye with a loud bang, a puff of smoke, and one far-reaching unidentifiable mess. - 4 - - - - 6 - Doc - Doc Koolhan - Doc Koolhan resigned from A.I.M. to focus his energies on his medical practice. He had been running a free clinic as a sideline in Tripoli for years. However, six months after working there full-time, he closed up his office and joined Doctors Without Frontiers. At present, he is believed to be serving with the organization in Tunisia. - 6 - - 7 + 0 Wink Wink Dickerson Known primarily for his strong throwing arm, yet poor accuracy, Wink Dinkerson finally received the call he had been waiting for all of his life. Severe budget cuts left the Montreal Expos searching for pitching talent, or the lack of it, just about anywhere. After accepting a contract for 140 Canadian dollars a week, Wink has earned a position as the fifth pitcher in the starting rotation of their farm club. @@ -35,39 +19,39 @@ - 10 + 1 Larry Larry Roachburn - After eight attempts at rehab without any sustained success, A.I.M. was left with little choice but to terminate Larry Roachburn's membership within the organization. From what we understand, the death of Larry's father persuaded him to make yet another attempt at ridding himself of his demons and cleansing his body from decades of toxicity. The organization wishes him the best of luck in all his future endeavors. + After eight attempts at rehab without any sustained success, A.I.M. was left with little choice but to terminate Larry Roachburn's membership within the organization. From what we understand, Larry's father persuaded him to make yet another attempt at ridding himself of his demons and cleansing his body from decades of toxicity. The organization wishes him the best of luck in all his future endeavors. 10 - 11 + 2 Ears Edward "Ears" Stockwell Ears Stockwell handed in his resignation almost eighteen months ago. Since that time, we have heard nothing from him and therefore have no news to report. Though, to be honest, we haven't exactly gone out of our way to make contact with him either. 11 - - - 12 - Moses - Murray "Moses" Ebstern - Opting to take part in A.I.M.'s early retirement package offered to all mercenaries over fifty, Moses decided it was time to move on and into a new line of work. Investing his severance, Ebstern opened a restaurant on the main. After just two short years in business, Murray's has established a reputation for serving the best smoked meat in New Delhi. - 12 - - 15 + 3 Bernie Doctor Bernie Gloveless Bernie's history with A.I.M. can probably be, at best, described as checkered. After refusing to give up his position as the organization's physician and considering the abundance of complaints from fellow members, A.I.M. felt obliged to give Dr. Bernie Gloveless a dishonorable discharge. He's currently employed with an international insurance company, so you might want to remember his name the next time your company sends you for your annual physical. 15 + + + 4 + Reuban + "Unusually Ruthless" Reuban + After years of eluding capture, Reuban was finally arrested and deported to Romania. He is currently serving six concurrent life sentences for the massacre of his wife and family. Although Reuban will never be able to enjoy life as a free man, he seems to be adjusting well to his new found surroundings. His prison duties include landscaping the grounds and some of his shrub sculptures have won the penitentiary numerous "Good Prisonkeeping" awards. + 16 + - 17 + 5 Pops Pops McGillicutty After years of trying to convince Pops McGillicutty to retire, A.I.M. was finally forced to institute a mandatory retirement policy for those reaching the age of 85. Wanting to do his part to eliminate river burials, Pops opened a web-based Funeral Salon specializing in the respectful interment of mercenaries. @@ -75,7 +59,7 @@ - 19 + 6 Tex Tex R. Colburn One of our more colorful warriors, Tex Colburn, handed in his six-shooters to fulfill his dream of starring on the big screen. As a rising star in Japanese westerns, he played the lead in "Much Dust, Many Bullets," and has received glowing reviews for his roles in the classic films "Attack of the Clydesdales" and "Have Honda, will Travel." @@ -83,7 +67,7 @@ - 20 + 7 Hurl Hurl E. Cutter Hurl, a profitable patient for doctors everywhere, has been missing for the past nine months. A careful search of hospital records and unidentified bodies in the Havana area, his last known whereabouts, has failed to provide any insight. Fidel Dahan has been repeatedly questioned concerning his disappearance, yet police are no further ahead in their investigation. @@ -91,7 +75,7 @@ - 21 + 8 Biff Biff Apscott Biff Apscott was a truly unique man among mercenary men. He will be greatly missed for his youthful enthusiasm and the way he reminded everyone of just how brave they were. Although somewhat hard to believe, we have been made aware that he has opened up his own mercenary organization in a somewhat pitiful attempt to compete with A.I.M. It's probably not necessary to elaborate on just how worried we are. @@ -99,7 +83,7 @@ - 23 + 9 Raffi Dr. Raffitto "Raffi" Leevon Doctor Leevon, whose medical degree was always the subject of much debate, left this organization at the beginning of the year without notification. Apparently, he has changed his name and embarked on a new career. Doctor Raffiman, and his Cajun-funk band, Rotis & Haggis, have captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous. @@ -107,23 +91,15 @@ - 24 + 10 Mike Mike While undergoing negotiations for yet another pay increase, Mike suddenly withdrew from the discussions when he was informed that many employers had already complained about his exaggerated rates. His current whereabouts are unknown, just like pretty much everything else about him. The last correspondence received by this office, postmarked in a small country whose name escapes us, contained threats we'd rather not recall. 24 - - - 25 - Hector - Hector Alvarez - Seriously wounded in Zaire, Hector Alvarez was placed on permanent medical disability. Using his insurance money, he opened an oceanside bed and breakfast in his hometown of Margarita, Venezuela. With prices starting at $49.99 U.S. per day, his 'Cool Hand Luke - All the Eggs you can Consume' breakfasts have become a huge hit with the German tourists. - 25 - - 27 + 11 Speck Speck T. Kline While Speck never quite fit in with the mercenary lifestyle, his knack for repairing what was widely believed to be unrepairable made him one of our most sought-after members. That is, perhaps, why his decision to open a competing mercenary agency came as such a surprise to this organization. A.I.M. wishes him the best of luck, as we are all well aware, he will need it. @@ -131,7 +107,7 @@ - 28 + 12 Weasel Willy "Weasel" Augustin Wee Willy, otherwise known as Weasel and Mouthpiece, was primarily engaged by his employers as an inexpensive set of ears to keep tabs on his teammates. And, in a sick sense of justice, Augustin finally received what many felt he had coming. After blowing the whistle on his wife for welfare fraud, she returned to the family home after making bail and blew him away. @@ -139,23 +115,15 @@ - 30 + 13 Lance Lance Fisher Due to persistent personality clashes with Victoria Waters, Lance was asked to resign from A.I.M. in exchange for a posting at Westpoint Military Academy. He accepted, and is currently an instructor of ethics and tactical withdrawal, a subject which he recently published a book on. "Beating a Path to Safety without Screaming," is available at most military college bookstores. 30 - - - 31 - Stella - Dr. Margaret "Stella" Trammel - Margaret was the first female to join the ranks of A.I.M., and will be fondly missed. Besides her hard-fought battles on the combat field, Dr. Trammel will also be remembered for her uphill struggle with the A.I.M. Fraternal Benefits Association to gain spousal benefits for same sex partners. She recently opened a small family practice in the Virgin Islands. - 31 - - 32 + 14 Eli Doctor Eli Summers Doctor Summers was by all accounts a gamer who made himself popular with employers by accepting assignments with newcomers and going about his business in a non-intrusive manner. Although A.I.M. regrets his decision to leave the organization, we are rather pleased to report that the good doctor has turned his favorite hobby into a profession. Currently playing on the Seniors Pro Golf Tour, Eli finished a respectable fourth in the Depends Open at Pebble Beach. @@ -163,7 +131,7 @@ - 33 + 15 Elroy Elroy B. Tolken He's gone. We didn't ask. We don't care. Does anybody? @@ -171,7 +139,7 @@ - 34 + 16 Skitz Bruce "Skitz" Bonner Bruce Bonner is gone - way gone! The addition of qualified explosive experts to our roster made a long-overdue decision much easier to make. After a record setting eight probationary periods, Skitz was finally expelled from the organization. Despite intensive therapy and twenty-one electroshock treatments, Skitz remains confined in Saint Michael's Hospital for the Criminally Insane. @@ -179,7 +147,7 @@ - 35 + 17 Wally Walter "Wally" Yuntz Someone once said that if Wally didn't have bad luck, he wouldn't have any luck at all. After learning that he did indeed have problems with his vision, Wally was scheduled for corrective surgery. The operation should have put his poor marksmanship behind him forever but the laser Yuntz was placed under experienced a programming error. Now totally blind, he and his lead Chippy, serve as Dr. Eli Summers' caddies on the Seniors Pro Golf Tour. @@ -187,7 +155,7 @@ - 36 + 18 Turtle Herman "Turtle" Regents Perhaps, Turtle's departure is best explained by an excerpt from his letter of resignation: "The pace of combat has become too much for me. I have been forced to run the beat rather than walk it. I have exhausted all avenues and find myself short of alternatives, other than to cough up my resignation effective immediately." Last we heard, Herman was working in Chicago as a probation officer. @@ -195,31 +163,15 @@ - 38 + 19 Rev Reverend Clyde Potter Due to numerous complaints from the organization's atheist members, the combat chaplain position was eliminated from A.I.M., and the preachy Potter, as one of our least utilized members, was eliminated as well. After leaving A.I.M., Reverend Clyde Potter took a position with the Innercity Church of Christ in Baltimore. He currently denies ever having been associated with A.I.M. He returns his pension checks and refuses to take our calls. 38 - - - 40 - Mitch - Dr. Mitch Shudlem - Never truly comfortable with the blood and gore of combat, Doctor Shudlem, after a great deal of soul searching, returned to the blood and gore of the delivery room. He is currently employed as the chief of the pre-natal care unit of Saint Mary's Hospital for Unwed Mothers. He says returning to his obstetric roots is the best thing that ever happened to him, and he wonders why he ever left in the first place. - 40 - - - - 41 - Carp - Howard "Carp" Melfield - Unable to excel in any given specialty, yet well-liked within the organization, Carp was offered a desk assignment with A.I.M. Effective immediately, Howard Melfield will be responsible for members' Health and Safety, Retirement, and Dental Plans. He has also graciously agreed to chair the office Christmas Party Committee. - 41 - - 42 + 20 It Carl "It" Goodman Hired mainly for his brute force, Carl excelled with a crowbar and pleased employers for years with his simple, non-threatening attitude. After leaving A.I.M., Goodman returned to the world of professional wrestling where he claims every move is for keeps and the risk is real. Friends and fans alike can catch him as the Masked Mercenary most Saturday nights on Pay-Per-View's Wrestling Extravaganza. @@ -227,23 +179,15 @@ - 45 + 21 Hamous Hamous Hamous had his first taste of combat in Metavira, and based on a glowing recommendation from a major client, Jack Richards, he was granted an internship with this organization, which recently expired. Regrettably, poor Hamous never did manage to save up enough money to purchase that mini-van he desperately wanted. So he did the next best thing and stole one just outside of Paris. Actually, it was an ice cream truck and he was last seen headed towards Istanbul in it. 45 - - - 46 - Mouse - Anita "Mouse" Backman - Anita's stint with the organization was short and rather quiet. Known for her uncanny ability to move about unnoticed, and not much else, Mouse handed in her resignation at the same time as Dr. Margaret "Stella" Trammel. It is our understanding that they moved to the Virgin Islands together where Backman serves as nurse/receptionist at Trammel's newly opened medical clinic. - 46 - - 49 + 22 Dyno Roger "Dyno" Wittman Roger tried. Boy did he try. But he just seemed to lack the necessary edge. Understandably, some of the guys liked having him along for the laughs while others enjoyed cleaning their rifles with him. But ultimately, he realized he just wasn't cut out for the profession. 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86 - 83 + 85 + 82 164 1 0 @@ -636,9 +677,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -650,9 +692,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -664,9 +707,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -678,9 +722,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -692,9 +737,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -706,9 +752,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -720,9 +767,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -734,9 +782,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -748,9 +797,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -762,9 +812,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -776,9 +827,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -790,9 +842,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -804,9 +857,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -818,9 +872,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -832,9 +887,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -846,9 +902,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -860,9 +917,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -874,9 +932,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -888,9 +947,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -902,9 +962,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -916,9 +977,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -930,9 +992,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -944,9 +1007,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -958,9 +1022,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -972,9 +1037,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -986,9 +1052,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1000,9 +1067,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1014,9 +1082,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1028,9 +1097,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1046,8 +1116,8 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 85 - 83 - 167 + 82 + 164 0 0 -1 @@ -1058,9 +1128,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1072,9 +1143,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1086,9 +1158,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1100,9 +1173,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1114,9 +1188,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1128,9 +1203,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1142,9 +1218,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1156,9 +1233,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1170,9 +1248,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1184,9 +1263,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1198,9 +1278,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1212,9 +1293,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1226,9 +1308,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1240,9 +1323,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1254,9 +1338,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1268,9 +1353,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1282,9 +1368,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1296,9 +1383,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1310,9 +1398,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1324,9 +1413,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1338,9 +1428,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1352,9 +1443,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1366,9 +1458,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1380,9 +1473,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1394,9 +1488,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1408,9 +1503,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1422,9 +1518,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1436,9 +1533,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1450,9 +1548,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -1464,10 +1563,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1479,10 +1578,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1494,10 +1593,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1509,10 +1608,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1524,10 +1623,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1539,10 +1638,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1554,10 +1653,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1569,10 +1668,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1584,10 +1683,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1599,10 +1698,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1614,10 +1713,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1629,10 +1728,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1644,10 +1743,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1659,10 +1758,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1674,10 +1773,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1689,10 +1788,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1704,10 +1803,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1719,10 +1818,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1734,10 +1833,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1749,10 +1848,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1764,10 +1863,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1779,10 +1878,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1794,10 +1893,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1809,10 +1908,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1824,10 +1923,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1839,10 +1938,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1854,10 +1953,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1869,10 +1968,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1884,10 +1983,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1899,10 +1998,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1914,10 +2013,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1929,10 +2028,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1944,10 +2043,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1959,10 +2058,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1974,10 +2073,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -1989,10 +2088,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2004,10 +2103,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2019,10 +2118,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2034,10 +2133,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2049,10 +2148,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2064,10 +2163,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2079,10 +2178,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2094,10 +2193,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2109,10 +2208,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2124,10 +2223,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2139,10 +2238,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2154,10 +2253,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2169,10 +2268,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2184,10 +2283,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2199,10 +2298,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2214,10 +2313,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2229,10 +2328,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2244,10 +2343,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2259,10 +2358,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2274,10 +2373,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2289,10 +2388,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2304,10 +2403,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2319,10 +2418,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2334,9 +2433,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -2350,7 +2450,7 @@ Compartment Seats in different compartments cannot be swapped in combat. Hummer 1 INTERFACE\Hummer.sti - 10 + 6 86 83 167 @@ -2388,14 +2488,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 4 - Interior #1 + Middle Back Seat 0 1 1 5 - Interior #2 + Center Seat 0 1 1 @@ -2623,6 +2723,7 @@ Compartment Seats in different compartments cannot be swapped in combat. Helicopter Heli 4 + 6 85 82 @@ -2648,16 +2749,16 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 -1 - 165 None 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -2669,10 +2770,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2684,10 +2785,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2699,10 +2800,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2714,10 +2815,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2729,10 +2830,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2744,10 +2845,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2759,10 +2860,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2774,10 +2875,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2789,10 +2890,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2804,9 +2905,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -2818,9 +2920,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -2832,9 +2935,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -2846,10 +2950,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2861,10 +2965,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2876,10 +2980,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2891,10 +2995,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2906,10 +3010,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2921,10 +3025,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2936,10 +3040,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2951,10 +3055,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2966,10 +3070,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2981,10 +3085,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -2996,10 +3100,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3011,10 +3115,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3026,10 +3130,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3041,10 +3145,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3056,10 +3160,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3071,10 +3175,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3086,10 +3190,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3101,10 +3205,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3116,10 +3220,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3131,10 +3235,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3146,10 +3250,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -3157,17 +3261,89 @@ Compartment Seats in different compartments cannot be swapped in combat. 199 - None - - - 0 - 6 - 86 - 83 + Jeep + Jeep + Jeep + 1 + INTERFACE\Jeep.sti + 4 + 85 + 82 164 1 - 0 + 1 -1 + + 0 + Driver + 1 + 0 + -1 + 1 + + + 1 + Riding Shotgun + 1 + 1 + 1 + + + 2 + Left Back Seat + 7 + -1 + 0 + + + 3 + Right Back Seat + 1 + 1 + 0 + + + 4 + Interior #1 + 0 + 1 + 1 + + + 5 + Interior #2 + 0 + 1 + 1 + + + 6 + Interior #3 + 0 + 1 + 1 + + + 7 + Interior #4 + 0 + 1 + 1 + + + 8 + Interior #3 + 0 + 1 + 1 + + + 9 + Interior #4 + 0 + 1 + 1 + 200 @@ -3175,9 +3351,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 + 85 + 82 164 1 0 @@ -3185,17 +3362,17 @@ Compartment Seats in different compartments cannot be swapped in combat. 201 - Jeep 1 - Jeep 1 - Jeep 1 + Jeep /A10 + Rebel's Jeep from A10 + Jeep 1 INTERFACE\JEEP.sti - 10 + 5 85 82 167 - 1 1 + 1 -1 0 @@ -3228,7 +3405,7 @@ Compartment Seats in different compartments cannot be swapped in combat. 4 - Interior #1 + Middle Back Seat 0 1 1 @@ -3256,14 +3433,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3280,8 +3457,8 @@ Compartment Seats in different compartments cannot be swapped in combat. 85 82 167 - 1 1 + 1 -1 0 @@ -3342,14 +3519,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3366,8 +3543,8 @@ Compartment Seats in different compartments cannot be swapped in combat. 85 82 167 - 1 1 + 1 -1 0 @@ -3428,14 +3605,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3450,10 +3627,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3514,14 +3691,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3536,10 +3713,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3600,14 +3777,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3622,10 +3799,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3686,14 +3863,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3708,10 +3885,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3772,14 +3949,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3794,10 +3971,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3858,14 +4035,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3880,10 +4057,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -3944,14 +4121,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -3966,10 +4143,10 @@ Compartment Seats in different compartments cannot be swapped in combat. INTERFACE\JEEP.sti 10 85 - 82 + 82 167 - 1 1 + 1 -1 0 @@ -4030,14 +4207,14 @@ Compartment Seats in different compartments cannot be swapped in combat. 8 - Interior #3 + Interior #5 0 1 1 9 - Interior #4 + Interior #6 0 1 1 @@ -4049,10 +4226,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4064,10 +4241,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4079,10 +4256,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4094,10 +4271,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4109,10 +4286,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4124,10 +4301,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4139,10 +4316,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4154,10 +4331,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4169,10 +4346,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4184,10 +4361,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4199,10 +4376,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4214,10 +4391,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4229,10 +4406,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4244,10 +4421,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4259,10 +4436,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4274,10 +4451,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4289,10 +4466,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4304,10 +4481,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4319,10 +4496,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4334,10 +4511,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4349,10 +4526,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4364,10 +4541,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4379,10 +4556,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4394,10 +4571,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4409,10 +4586,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4424,10 +4601,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4439,10 +4616,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4454,10 +4631,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4469,10 +4646,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4484,10 +4661,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4499,10 +4676,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4514,10 +4691,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4529,10 +4706,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4544,10 +4721,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4559,10 +4736,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4574,10 +4751,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4589,10 +4766,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4604,10 +4781,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4619,10 +4796,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4634,10 +4811,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4649,10 +4826,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4664,10 +4841,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4679,10 +4856,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 @@ -4694,10 +4871,10 @@ Compartment Seats in different compartments cannot be swapped in combat. 0 + 6 - 86 - 83 - + 85 + 82 164 1 0 diff --git a/Data-Bigmaps/gridnos.diff b/Data-Bigmaps/gridnos.diff deleted file mode 100644 index cece27b..0000000 --- a/Data-Bigmaps/gridnos.diff +++ /dev/null @@ -1,269 +0,0 @@ -Index: gameloop.cpp -=================================================================== ---- gameloop.cpp (revision 5346) -+++ gameloop.cpp (working copy) -@@ -134,6 +134,8 @@ - - // HEADROCK HAM 4: Read CTH values - LoadCTHConstants(); -+ //DBrot: load mod settings -+ LoadModSettings(); - - #ifdef JA2UB - LoadGameUBOptions(); // JA25 UB -Index: GameSettings.cpp -=================================================================== ---- GameSettings.cpp (revision 5346) -+++ GameSettings.cpp (working copy) -@@ -61,6 +61,9 @@ - // HEADROCK HAM 4: This file contains all the settings required to tweak the new Shooting Mechanism. There's lots of them. - #define CTH_COEFFICIENTS_FILE "CTHConstants.ini" - -+//DBrot: Settings for a mod that don't really fit in the Options file. This means GridNos for now. -+#define MOD_SETTINGS_FILE "Mod_Settings.ini" -+ - #define CD_ROOT_DIR "DATA\\" - - GAME_SETTINGS gGameSettings; -@@ -70,6 +73,8 @@ - SKILL_TRAIT_VALUES gSkillTraitValues; // SANDRO - added this one - CTH_CONSTANTS gGameCTHConstants; // HEADROCK HAM 4: CTH constants - -+MOD_SETTINGS gModSettings; //DBrot: mod specific settings -+ - extern SGPFILENAME gCheckFilenames[]; - extern CHAR8 gzErrorMsg[256]; - extern INT16 APBPConstants[TOTAL_APBP_VALUES]; -@@ -2058,8 +2063,48 @@ - gSkillTraitValues.fSCThrowMessageIfAmbushPrevented = iniReader.ReadBoolean("Scouting","SHOW_MESSAGE_IF_AMBUSH_PREVENTED", TRUE); - - } -+//DBrot: Grids -+void LoadModSettings(){ -+ CIniReader iniReader(MOD_SETTINGS_FILE); -+ gModSettings.ubHideoutSectorX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_X", 10, 1, 16); -+ gModSettings.ubHideoutSectorY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Y", 1, 1, 16); -+ gModSettings.ubHideoutSectorZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Z", 1, 0, 3); -+ gModSettings.iHideoutExitGrid = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_EXIT", 12722); - -+ gModSettings.ubHideoutSurfaceX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_X", 10, 1, 16); -+ gModSettings.ubHideoutSurfaceY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_Y", 1, 1, 16); -+ gModSettings.ubHideoutSurfaceZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_Z", 0, 0, 3); -+ gModSettings.iHideoutEntryGrid = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_ENTRY", 7887); - -+ gModSettings.iBasementEntry[0] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_1", 13362); -+ gModSettings.iBasementEntry[1] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_2", 13363); -+ gModSettings.iBasementEntry[2] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_3", 13364); -+ gModSettings.iBasementEntry[3] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_4", 13365); -+ gModSettings.iBasementEntry[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_5", 13325); -+ gModSettings.iBasementEntry[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_6", 13324); -+ gModSettings.iBasementEntry[6] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_7", 0); -+ gModSettings.iBasementEntry[7] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_8", 0); -+ gModSettings.iBasementEntry[8] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_9", 0); -+ gModSettings.iBasementEntry[9] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_10", 0); -+ -+ gModSettings.iBasementExit[0] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_1", 8047); -+ gModSettings.iBasementExit[1] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_2", 8207); -+ gModSettings.iBasementExit[2] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_3", 8208); -+ gModSettings.iBasementExit[3] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_4", 8048); -+ gModSettings.iBasementExit[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_5", 7888); -+ gModSettings.iBasementExit[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_6", 7728); -+ gModSettings.iBasementExit[6] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_7", 7727); -+ gModSettings.iBasementExit[7] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_8", 7567); -+ gModSettings.iBasementExit[8] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_9", 0); -+ gModSettings.iBasementExit[9] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_10", 0); -+ gModSettings.iBasementExit[10] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_11", 0); -+ gModSettings.iBasementExit[11] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_12", 0); -+ -+ gModSettings.iFinalCrateGrid = iniReader.ReadInteger("Rebel Hideout", "FINAL_CRATE_GRID", 8207); -+ gModSettings.usCrateTileDef = iniReader.ReadInteger("Rebel Hideout", "CRATE_TILE_DEF", 411); -+ gModSettings.usTrapdoorTileDef = iniReader.ReadInteger("Rebel Hideout", "TRAPDOOR_TILE_DEF", 2041); -+ -+} - INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse) - { - //CHRISL: This function will dynamically adjust all the APBPConstant values based on the AP_MAXIMUM value. This way -Index: GameSettings.h -=================================================================== ---- GameSettings.h (revision 5346) -+++ GameSettings.h (working copy) -@@ -1475,7 +1475,35 @@ - BOOLEAN MAX_EFFECTIVE_USE_GRADIENT; - - } CTH_CONSTANTS; -+//DBrot: Grids -+typedef struct -+{ -+ //defines the basement and the bottom of the stairs -+ UINT8 ubHideoutSectorX; -+ UINT8 ubHideoutSectorY; -+ UINT8 ubHideoutSectorZ; -+ INT32 iHideoutExitGrid; -+ //defines the surface and the top of the stairs -+ UINT8 ubHideoutSurfaceX; -+ UINT8 ubHideoutSurfaceY; -+ UINT8 ubHideoutSurfaceZ; -+ INT32 iHideoutEntryGrid; -+ //where your mercs land when entering the basement, added some for 10 man squads -+ INT32 iBasementEntry[10]; -+ -+ //where your mercs land when leaving the basement, again added some -+ INT32 iBasementExit[12]; -+ -+ //this moves the crate to reveal the entrance -+ INT32 iFinalCrateGrid; -+ UINT16 usCrateTileDef; -+ UINT16 usTrapdoorTileDef; - -+ -+}MOD_SETTINGS; -+ -+extern MOD_SETTINGS gModSettings; -+ - //This structure will contain general Ja2 settings NOT individual game settings. - extern GAME_SETTINGS gGameSettings; - -@@ -1498,6 +1526,7 @@ - // Snap: Read options from an INI file in the default of custom Data directory - void LoadGameExternalOptions(); - void LoadSkillTraitsExternalSettings(); // SANDRO - added this one -+void LoadModSettings(); - void LoadGameAPBPConstants(); - // HEADROCK HAM 4: Read CTH/Shooting coefficients from file - void LoadCTHConstants(); -Index: Tactical/Interface Dialogue.cpp -=================================================================== ---- Tactical/Interface Dialogue.cpp (revision 5346) -+++ Tactical/Interface Dialogue.cpp (working copy) -@@ -102,10 +102,10 @@ - class OBJECTTYPE; - class SOLDIERTYPE; - -+//DBrot: not needed anymore, got an option for those -+//INT32 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 }; -+//INT32 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 }; - --INT32 sBasementEnterGridNos[ ] = { 13362, 13363, 13364, 13365, 13525, 13524 }; --INT32 sBasementExitGridNos[ ] = { 8047, 8207, 8208, 8048, 7888, 7728, 7727, 7567 }; -- - extern UINT8 gubWaitingForAllMercsToExitCode; - extern BOOLEAN fFoundTixa; - void DoneFadeOutActionBasement( void ); -@@ -1850,14 +1850,14 @@ - // OK, we want to goto the basement level! - - //DEF: First thing, Add the exit grid to the map temps file -+ //DBrot: Grids -+ ExitGrid.ubGotoSectorX = gModSettings.ubHideoutSectorX; -+ ExitGrid.ubGotoSectorY = gModSettings.ubHideoutSectorY; -+ ExitGrid.ubGotoSectorZ = gModSettings.ubHideoutSectorZ; -+ ExitGrid.usGridNo = gModSettings.iHideoutExitGrid; //dnl!!! - -- ExitGrid.ubGotoSectorX = 10; -- ExitGrid.ubGotoSectorY = 1; -- ExitGrid.ubGotoSectorZ = 1; -- ExitGrid.usGridNo = 12722; //dnl!!! -- - ApplyMapChangesToMapTempFile( TRUE ); -- AddExitGridToWorld( 7887, &ExitGrid ); -+ AddExitGridToWorld( gModSettings.iHideoutEntryGrid, &ExitGrid ); - ApplyMapChangesToMapTempFile( FALSE ); - - // For one, loop through our current squad and move them over -@@ -1873,19 +1873,21 @@ - if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) ) - { - gfTacticalTraversal = TRUE; -- SetGroupSectorValue( 10, 1, 1, pSoldier->ubGroupID ); -+ SetGroupSectorValue( gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ, pSoldier->ubGroupID ); - - // Set insertion gridno - if ( bNumDone < 6 ) - { - // Set next sectore -- pSoldier->sSectorX = 10; -- pSoldier->sSectorY = 1; -- pSoldier->bSectorZ = 1; -+ //DBrot: Grids -+ pSoldier->sSectorX = gModSettings.ubHideoutSectorX; -+ pSoldier->sSectorY = gModSettings.ubHideoutSectorY; -+ pSoldier->bSectorZ = gModSettings.ubHideoutSectorZ; - - // Set gridno - pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; -- pSoldier->usStrategicInsertionData = sBasementEnterGridNos[ bNumDone ]; -+ //pSoldier->usStrategicInsertionData = sBasementEnterGridNos[ bNumDone ]; -+ pSoldier->usStrategicInsertionData = gModSettings.iBasementEntry[ bNumDone ]; - } - bNumDone++; - } -@@ -1897,14 +1899,14 @@ - gMercProfiles[ 101 ].sSectorY = 1; - gMercProfiles[ 101 ].bSectorZ = 1; - */ -- ChangeNpcToDifferentSector( FATIMA, 10, 1, 1 ); -+ ChangeNpcToDifferentSector( FATIMA, gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ); - - // Dimitri - /* gMercProfiles[ 60 ].sSectorX = 10; - gMercProfiles[ 60 ].sSectorY = 1; - gMercProfiles[ 60 ].bSectorZ = 1; - */ -- ChangeNpcToDifferentSector( DIMITRI, 10, 1, 1 ); -+ ChangeNpcToDifferentSector( DIMITRI, gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ); - - gFadeOutDoneCallback = DoneFadeOutActionBasement; - -@@ -2161,19 +2163,21 @@ - if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector ) - { - gfTacticalTraversal = TRUE; -- SetGroupSectorValue( 10, 1, 0, pSoldier->ubGroupID ); -+ //DBrot: Grids -+ SetGroupSectorValue( gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ, pSoldier->ubGroupID ); - - // Set insertion gridno - if ( bNumDone < 8 ) - { - // Set next sectore -- pSoldier->sSectorX = 10; -- pSoldier->sSectorY = 1; -- pSoldier->bSectorZ = 0; -+ pSoldier->sSectorX = gModSettings.ubHideoutSurfaceX; -+ pSoldier->sSectorY = gModSettings.ubHideoutSurfaceY; -+ pSoldier->bSectorZ = gModSettings.ubHideoutSurfaceZ; - - // Set gridno - pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; -- pSoldier->usStrategicInsertionData = sBasementExitGridNos[ bNumDone ]; -+ //pSoldier->usStrategicInsertionData = sBasementExitGridNos[ bNumDone ]; -+ pSoldier->usStrategicInsertionData = gModSettings.iBasementExit[ bNumDone ]; - } - bNumDone++; - } -@@ -4918,7 +4922,8 @@ - void DoneFadeOutActionBasement( ) - { - // OK, insertion data found, enter sector! -- SetCurrentWorldSector( 10, 1, 1 ); -+ //DBrot: Grids -+ SetCurrentWorldSector( gModSettings.ubHideoutSectorX, gModSettings.ubHideoutSectorY, gModSettings.ubHideoutSectorZ ); - - // OK, once down here, adjust the above map with crate info.... - gfTacticalTraversal = FALSE; -@@ -4926,12 +4931,12 @@ - gpTacticalTraversalChosenSoldier = NULL; - - // Remove crate -- RemoveStructFromUnLoadedMapTempFile( 7887, SECONDOSTRUCT1, 10, 1, 0 ); -+ RemoveStructFromUnLoadedMapTempFile( gModSettings.iHideoutEntryGrid, gModSettings.usCrateTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ ); - // Add crate -- AddStructToUnLoadedMapTempFile( 8207, SECONDOSTRUCT1, 10, 1, 0 ); -+ AddStructToUnLoadedMapTempFile( gModSettings.iFinalCrateGrid, gModSettings.usCrateTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ ); - - // Add trapdoor -- AddStructToUnLoadedMapTempFile( 7887, DEBRIS2MISC1, 10, 1, 0 ); -+ AddStructToUnLoadedMapTempFile( gModSettings.iHideoutEntryGrid, gModSettings.usTrapdoorTileDef, gModSettings.ubHideoutSurfaceX, gModSettings.ubHideoutSurfaceY, gModSettings.ubHideoutSurfaceZ ); - - - gFadeInDoneCallback = DoneFadeInActionBasement; diff --git a/Profiles/UserProfile_JA2113AIM/Ja2_Settings.INI b/Profiles/UserProfile_JA2113AIM/Ja2_Settings.INI index ad5e7b6..a1125aa 100644 --- a/Profiles/UserProfile_JA2113AIM/Ja2_Settings.INI +++ b/Profiles/UserProfile_JA2113AIM/Ja2_Settings.INI @@ -94,6 +94,7 @@ TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE TOPTION_REPORT_MISS_MARGIN = FALSE +TOPTION_USE_LOGICAL_BODYTYPES = FALSE TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE TOPTION_RESET_ALL_OPTIONS = FALSE TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE diff --git a/Profiles/UserProfile_JA2113AIM/Ja2_sp.ini b/Profiles/UserProfile_JA2113AIM/Ja2_sp.ini index 3d335fd..1244386 100644 --- a/Profiles/UserProfile_JA2113AIM/Ja2_sp.ini +++ b/Profiles/UserProfile_JA2113AIM/Ja2_sp.ini @@ -46,13 +46,6 @@ BOBBY_RAY_QUALITY = 1 ;------------------------------------------------------------------------------------------------------------------------------ BOBBY_RAY_QUANTITY = 2 -;------------------------------------------------------------------------------------------------------------------------------ -; Max IMP Characters -; -; Range: 1 - 6 -;------------------------------------------------------------------------------------------------------------------------------ -MAX_IMP_CHARACTERS = 6 - ;------------------------------------------------------------------------------------------------------------------------------ ; Progress Speed of Item Choices ; @@ -89,14 +82,6 @@ INVENTORY_ATTACHMENTS = 2 ;------------------------------------------------------------------------------------------------------------------------------ GAME_STYLE = 1 -;------------------------------------------------------------------------------------------------------------------------------ -; Enemies Drop All Items -; -; 0 = Off -; 1 = On -;------------------------------------------------------------------------------------------------------------------------------ -ENEMIES_DROP_ALL_ITEMS = 1 - ;------------------------------------------------------------------------------------------------------------------------------ ; Extra Difficulty ; @@ -120,36 +105,4 @@ AVAILABLE_ARSENAL = 1 ; 8 = Available in 800x600 and 1024x768 screen resolution ; 10 = Available in 1024x768 screen resolution ;------------------------------------------------------------------------------------------------------------------------------ -SQUAD_SIZE = 6 - -;------------------------------------------------------------------------------------------------------------------------------ -; Inventory Manipulation AP costs -; -; 0 = Off -; 1 = On -;------------------------------------------------------------------------------------------------------------------------------ -INVENTORY_USE_AP = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; New Chance to Hit System -; -; 0 = Off -; 1 = On -;------------------------------------------------------------------------------------------------------------------------------ -USE_NCTH = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved Interrupt System -; -; 0 = Off -; 1 = On -;------------------------------------------------------------------------------------------------------------------------------ -IMPROVED_INTERRUPT_SYSTEM = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Merc Story Backgrounds -; -; 0 = Off -; 1 = On -;------------------------------------------------------------------------------------------------------------------------------ -BACKGROUNDS = 1 \ No newline at end of file +SQUAD_SIZE = 8 \ No newline at end of file diff --git a/README.md b/README.md index 5601636..5516e34 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,25 @@ AIMNAS is an item/map modification for JA2 1.13, more info on the 1.13 mod can be found at http://ja2v113.pbworks.com #### Requirements -AIMNAS currently requires atleast version **8163** of JA2 1.13 with gamedir atleast at level **2315** -Any earlier release of 1.13 will not work correctly with AIMNAS +AIMNAS currently requires atleast version **8790** of JA2 1.13 with gamedir atleast at level **2529** +Any earlier release of 1.13 may not work correctly with AIMNAS #### JA2 1.13 download There are two separate releases of JA2 1.13, the legacy 7609 release and the constantly updated SVN release. AIMNAS only works with the SVN release, more information about this release can be found on the Bear's Pit forums at http://thepit.ja-galaxy-forum.com/ Regular package builds for the SVN are released, more information on these can be found at http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&goto=311288&#msg_311288 + +#### Updates +* Config files and lua scripts updated to JA2 1.13 rev **8790** / GameDir **2529** +* Many settings now match v1.13 defaults +* Obsolete/garbage/redundant files including german subtitles were removed +* Fix: added missing sound file "Ceramic Armour Insert.wav" +* Fix: added foo files for new Dimitry/Ira speech ("D_059_100.ogg", "D_060_100.ogg") +* Fix: corrected some XML files to cure a bunch of warnings in game logs (Profile directory) +* Fix: added lacked San Mona settings in Mod_Setting.ini +* Fix: corrected Heli coordinates for Skyrider quest completion +* Fix: added icon for "skilled officer" to prevent crash - "normal officer" now shows two bars instead of three - not to be confused with actual enemy ranks +* Change: Enemy ranks to be slightly more intuitive +* Change: Added support for factories +* Change: Updates to SectorNames.xml may enable bandit/bloodcat/zombie raids, weather effects, snakes, and new thief mechanic diff --git a/vfs_config.JA2113AIMNAS.ini b/vfs_config.JA2113AIMNAS.ini index d7692d1..08349aa 100644 --- a/vfs_config.JA2113AIMNAS.ini +++ b/vfs_config.JA2113AIMNAS.ini @@ -3,7 +3,7 @@ PROFILES = SlfLibs, Vanilla, v113, AIM, Maps, UserProf [PROFILE_SlfLibs] NAME = SLF Libs -LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, German, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Russian, Sounds, Speech, Tilesets +LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Sounds, Speech, Tilesets PROFILE_ROOT = [PROFILE_Vanilla] @@ -116,13 +116,6 @@ PATH = Data/Fonts.slf VFS_PATH = Fonts.slf MOUNT_POINT = -[LOC_German] -TYPE = LIBRARY -PATH = Data/German.slf -VFS_PATH = German.slf -MOUNT_POINT = -OPTIONAL = True - [LOC_Interface] TYPE = LIBRARY PATH = Data/Interface.slf @@ -184,13 +177,6 @@ PATH = Data/Radarmaps.slf VFS_PATH = Radarmaps.slf MOUNT_POINT = -[LOC_Russian] -TYPE = LIBRARY -PATH = Data/Russian.slf -VFS_PATH = Russian.slf -MOUNT_POINT = -OPTIONAL = True - [LOC_Sounds] TYPE = LIBRARY PATH = Data/Sounds.slf