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Add fixes from sun_alf:core, sync-up with 1.13 rev. 8872 / GameDir 2558#17

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aimnas:masterfrom
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Add fixes from sun_alf:core, sync-up with 1.13 rev. 8872 / GameDir 2558#17
sun-alf wants to merge 18 commits into
aimnas:masterfrom
sun-alf:core

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@sun-alf
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@sun-alf sun-alf commented Jul 28, 2020

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sun-alf added 15 commits April 30, 2020 11:56
AIMNAS files were updated to 8790 / GameDir 2529
* Reset throwing knives modifier
* Correct typo of a shotgun modifier
* Remove garbage/redundant/obsolete files
No need to copy original (english) *.EDT files to /NPCDATA directory. Everything is proven to work without this stuff -- the game loads original files from original SLF pa ckages automatically.
* EDT files were removed.
* Added missed cound file "Ceramic Armour Insert.wav".
* Skyrider escorting quest: fix of Heli position.
* APBP, CTH tune-ups.
* COVER_SYSTEM tune-ups and other minor changes (balancing).
Update to JA2 1.13 rev 8806 / GameDir 2534
This reverts commit af80d84, reversing
changes made to 3b565c1.
* New feature: the refilling of the queen's army resevere now requires her to train recruits, which the player can disrupt to some degree (by sun_alf).
* There can now be effectively unlimited battle sounds for NPCs. Activated some NPC voices that never played.
* New disease options: fire damage, legs/arms injures.
* Merc disabilities: multiple disabilities are allowed.
NPC list: Betty, Lee Johnston, Harvey Johnston, Jorge
See History:
Massive AIMNAS update to JA2 1.13 rev 8790 / GameDir 2529
(May 20, 2020)
Numbers in CoolnessBySector.xml affect spying, turncoats, coolness of newly created soldiers, intelligence and other stuff. So it should be filled properly for balanced gameplay.
Also, fixed typo in FacilityTypes.xml.
@Zip0
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Zip0 commented Jul 28, 2020

Oh awesome, thanks for your work!

@sun-alf
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sun-alf commented Jul 29, 2020

Welcome!

<InfectionChance_WOUND_OPEN>0</InfectionChance_WOUND_OPEN>
<InfectionChance_WOUND_GUNSHOT>0</InfectionChance_WOUND_GUNSHOT>
<InfectionChance_WOUND_FIRE>0</InfectionChance_WOUND_FIRE>
<InfectionChance_WOUND_GAS>100</InfectionChance_WOUND_GAS>
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Does this trigger on any gas like tear gas, or only mustard gas?

<fSpecialFlagLimitedUseArms>0</fSpecialFlagLimitedUseArms>
<fSpecialFlagLimitedUseLegs>0</fSpecialFlagLimitedUseLegs>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>-40</sEffStatDEX>
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This is really extreme for unspecified burn locations. Burns after initial treatment shouldn't have a big impact unless they're somewhere like hands or feet.

<usMaxBreath>60</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>-200</sLifeRegenHundreds>
<sNeedToSleep>0</sNeedToSleep>
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With difficulty breathing, merc might need to sleep more?

; 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;
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Did this get moved to another file?

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it is an accident copy of these 2 params. Original params are at lines 355-356

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Overall looks good to me!

…/roof collapsing

The bug appears independing on ADD_SMOKE_AFTER_EXPLOSION option  -- because of lacking two items of explosives type in AIMNAS:
* Roof collapse smoke
* Smoke Grenade ID 151 (Rack of RFM-1 is here instead)
Shortly, once an explosion happened, the game adds explosions effects of item ID 151 to the exploded tile.
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