diff --git a/Data-AIM/Item_Settings.ini b/Data-AIM/Item_Settings.ini index 5d93401..4d09f2f 100644 --- a/Data-AIM/Item_Settings.ini +++ b/Data-AIM/Item_Settings.ini @@ -158,6 +158,8 @@ SP4T_PUNCH_MODIFIER = 1.0 SP4T_TENTACLE_MODIFIER = 1.0 ; ------- THROWING KNIFES ------- SP4T_THROWKNIFE_MODIFIER = 1.0 +; ------- THROW GRENADES -------- +SP10T_THROWGRENADE_MODIFIER = 1.0 ; Here comes the modifiers for burst fire. ; These modifiers are multiplied with the Burst AP of a weapon (). @@ -336,15 +338,6 @@ 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. diff --git a/Data-AIM/Ja2_Options.INI b/Data-AIM/Ja2_Options.INI index a49983e..0998302 100644 --- a/Data-AIM/Ja2_Options.INI +++ b/Data-AIM/Ja2_Options.INI @@ -83,7 +83,7 @@ ; Player mercs, valid values 16 through 32, default is 24 MAX_NUMBER_PLAYER_MERCS = 32 -; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now. +; Player vehicles, valid values 2 through 6, default is 2 MAX_NUMBER_PLAYER_VEHICLES = 6 ;------------------------------------------------------------------------------------------------------------------------------ @@ -174,7 +174,7 @@ WRITE_PROFILE_DATA_TO_XML = FALSE ; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. ;------------------------------------------------------------------------------------------------------------------------------ -USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file @@ -2398,7 +2398,7 @@ INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2 ;****************************************************************************************************************************** ;****************************************************************************************************************************** - + [Tactical Cover System Settings] ;****************************************************************************************************************************** @@ -2944,6 +2944,13 @@ DISEASE_WHO_SUBSCRIPTIONCOST = 2000 ; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease DISEASE_CONTAMINATES_ITEMS = TRUE +; Unlocks more severe effects on some diseases. The possibilities include: +; - getting additional permanent disabilities +; - only one hand can be used for the duration of the disease +; - damage to the legs precludes kicking, running, and drastically increases travel times +; See Disease.xml for more details. +DISEASE_SEVERE_LIMITATIONS = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -4225,7 +4232,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering. -; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay. +; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay. ; ; Intel can be gained in several ways: ; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources. @@ -4241,6 +4248,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the ; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here. ; - Rumours say that a special trader deals high-tech weaponry exclusively for intel. +; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. ;------------------------------------------------------------------------------------------------------------------------------ RESOURCE_INTEL = FALSE @@ -4400,7 +4408,7 @@ REPAIR_SESSIONS_PER_DAY = 20 ;------------------------------------------------------------------------------------------------------------------------------ ; Administration ; -; This assignment has a merc preforming various administrative tasks that boost the productivity of other mercs in the same +; This assignment has a merc performing various administrative tasks that boost the productivity of other mercs in the same ; town or sector. This affects doctoring, repairing, training, interrogation, fortification, burial, item movement etc.. ; The boost is divided over all applicable mercs by the same amount. ;------------------------------------------------------------------------------------------------------------------------------ @@ -4412,6 +4420,18 @@ ADMINISTRATION_POINTS_PER_PERCENT = 20.0 ; What is the maximum boost one can receive this way? ADMINISTRATION_MAX_PERCENTAGE = 15 +;------------------------------------------------------------------------------------------------------------------------------ +; Exploration +; +; This assignment has a merc exploring the sector for items the player does not yet know about. Once done, the approximate location +; of these items is marked on the full sector map. +; This does not reveal the items, reveal rooms, or take care of traps - it is a merely a help for the player on where they should +; go looking. +;------------------------------------------------------------------------------------------------------------------------------ + +; Modifies how fast a merc explores. Higher means faster. Values in [0.01; 10.0], default 2.0. +EXPLORATION_POINTS_MODIFIER = 2.0 + ;------------------------------------------------------------------------------------------------------------------------------ ; SquadNames ;------------------------------------------------------------------------------------------------------------------------------ @@ -4510,4 +4530,7 @@ AI_MOVEMENT_MODE = TRUE AI_PATH_TWEAKS = TRUE ; Log AI decision info -AI_DECISION_INFO = TRUE +AI_DECISION_INFO = FALSE + +; Allow AI soldiers to shoot at recently seen/heard enemies (targets that nobody from his team sees currently) +AI_SHOOT_UNSEEN = TRUE diff --git a/Data-AIM/Skills_Settings.INI b/Data-AIM/Skills_Settings.INI index 0f77bab..0f34786 100644 --- a/Data-AIM/Skills_Settings.INI +++ b/Data-AIM/Skills_Settings.INI @@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE ; and redisguise automatically after 3 turns not seen by the enemy ; COVERT_STRIPIFUNCOVERED = FALSE +; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later. +COVERT_TURNCOATS = TRUE + +; if set to TRUE, activating all turncoats within a sector requires a radio operator +COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE + +; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0. +COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Radio Operator] diff --git a/Data-AIM/TableData/DifficultySettings.xml b/Data-AIM/TableData/DifficultySettings.xml index c05a582..877af2d 100644 --- a/Data-AIM/TableData/DifficultySettings.xml +++ b/Data-AIM/TableData/DifficultySettings.xml @@ -20,9 +20,18 @@ MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this! CounterAttackGroupSize : Counter attacks on cities consist of 4 groups of this size. PercentElitesBonus : Percent of troops converted to extra elites in enemy groups - UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. - QueensInitialPoolOfTroops : Amount of troops available to the queen at game start - QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty + UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, the following settings are ignored: QueenPoolMaxSizePerDifficultyLevel, + QueenPoolIncrementDaysPerDifficultyLevel, QueenPoolBaseIncrementSizePerDifficultyLevel, QueenPoolRecruitPercentPerDifficultyLevel. + QueensInitialPoolOfTroops : Amount of troops available to the queen at game start; part of troops is issued for garrisons and patrols, the rest is in Reserve. Valid range is 0 .. ~2 billion. + QueenPoolMaxSizePerDifficultyLevel : Amount of troops in Reserve may increase during the game as Queen train more soldiers continuously, this value is the max size of Reserve the Queen can have. + Valid range is 0 .. ~2 billion. + QueenPoolIncrementDaysPerDifficultyLevel : Interval in days for training of a new recruit group. Valid values are: + 0 - use old simple schema (increment by QueenPoolBaseIncrementSizePerDifficultyLevel value if reserves are dropped below this value; Strategic AI goes sleep for a while in case of increment + happened); QueenPoolMaxSizePerDifficultyLevel, QueenPoolRecruitPercentPerDifficultyLevel are ignored. + 1 .. 65535. + QueenPoolBaseIncrementSizePerDifficultyLevel : It is amount of recruits which can be trained on training camp at a time. Basically, it is capacity of one training camp (Meduna), the same capacity + provides the second camp (Alma). AI tries to fulfill all available training capacity each day. Valid range is 0 .. ~2 billion; don't play with big numbers here, or you may face overflow problems otherwise. + QueenPoolRecruitPercentPerDifficultyLevel: Percent of a sector population the Army takes as recruits each day. EnemyStartingAlertLevel : Sets the starting alert chances. EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60). NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode. @@ -141,7 +150,10 @@ 0 0 0 - 0 + 0 + 0 + 0 + 0 0 0 0 @@ -217,7 +229,10 @@ 0 0 150 - 60 + 500 + 0 + 25 + 1 5 75 1 @@ -293,7 +308,10 @@ 0 0 200 - 60 + 1000 + 0 + 40 + 1 20 50 2 @@ -369,7 +387,10 @@ 5 0 400 - 60 + 2000 + 0 + 50 + 1 60 25 3 @@ -446,7 +467,10 @@ 10 1 8000 - 60 + 2000 + 0 + 50 + 2 80 10 4 diff --git a/Data-AIM/TableData/Disease.xml b/Data-AIM/TableData/Disease.xml index 3166773..f13fcca 100644 --- a/Data-AIM/TableData/Disease.xml +++ b/Data-AIM/TableData/Disease.xml @@ -1,4 +1,12 @@ - + + 0 Arulcan plague @@ -16,6 +24,8 @@ 20 0 0 + 0 + 0 0 0 0 @@ -29,6 +39,9 @@ 0 1 0 + 0 + 0 + 0 0 0 0 @@ -60,6 +73,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -73,6 +88,9 @@ 0 1 0 + 0 + 0 + 0 0 0 0 @@ -104,6 +122,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -117,6 +137,9 @@ 0 0 0 + 0 + 0 + 0 0 -10 0 @@ -148,6 +171,8 @@ 20 40 0 + 0 + 0 0 0 0 @@ -161,6 +186,9 @@ 0 0 0 + 0 + 0 + 0 0 -30 0 @@ -192,6 +220,8 @@ 6 3 0 + 0 + 0 0 0 0 @@ -205,6 +235,9 @@ 0 1 0 + 0 + 0 + 0 0 0 -7 @@ -236,6 +269,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -249,6 +284,9 @@ 0 1 0 + 0 + 0 + 0 0 0 0 @@ -281,6 +319,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -294,6 +334,9 @@ 0 1 0 + 0 + 0 + 0 0 0 0 @@ -325,6 +368,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -338,6 +383,9 @@ 0 1 0 + 0 + 0 + 0 -10 0 0 @@ -369,6 +417,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -382,6 +432,9 @@ 0 1 0 + 0 + 0 + 0 0 0 0 @@ -413,6 +466,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -426,6 +481,9 @@ 0 0 0 + 0 + 0 + 0 -5 -5 0 @@ -457,6 +515,8 @@ 0 0 30 + 0 + 0 0 0 0 @@ -470,6 +530,9 @@ 1 0 0 + 0 + 0 + 0 0 0 0 @@ -501,6 +564,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -514,6 +579,9 @@ 1 0 1 + 1 + 0 + 0 0 0 0 @@ -530,9 +598,9 @@ 12 - Wounded leg - |W|o|u|n|d|e|d |l|e|g - The human musculoskeletal system is complicated. Your leg received a critical wound, and while it heals, your mobility is affected. + Broken leg + |B|r|o|k|e|n |l|e|g + The human musculoskeletal system is complicated. Your leg received a critical wound, and while it heals, your mobility is affected. 200 100 500 @@ -545,6 +613,8 @@ 0 0 0 + 0 + 0 75 0 0 @@ -558,6 +628,9 @@ 1 0 0 + 0 + 0 + 1 -50 0 0 @@ -574,9 +647,9 @@ 13 - Damaged arm - |D|a|m|a|g|e|d |a|r|m - You were shot in the arm. Apart from being very painful, this severely limits your motor abilities. + Broken arm + |B|r|o|k|e|n |a|r|m + You were heavily wounded in the arm. Apart from being very painful, this severely limits your motor abilities. 200 100 200 @@ -589,6 +662,8 @@ 0 0 0 + 0 + 0 0 75 0 @@ -602,9 +677,12 @@ 1 0 0 + 0 + 1 + 0 0 -20 - 0 + -20 0 0 0 @@ -633,6 +711,8 @@ 0 0 0 + 0 + 0 0 0 75 @@ -646,6 +726,9 @@ 1 0 0 + 0 + 0 + 0 0 0 -20 @@ -653,7 +736,7 @@ 0 0 10 - 0 + -30 -10 0 0 @@ -678,6 +761,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -691,6 +776,9 @@ 1 1 0 + 0 + 0 + 0 -20 -40 -20 @@ -722,6 +810,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -735,6 +825,9 @@ 1 0 0 + 0 + 0 + 0 -20 0 0 @@ -767,6 +860,8 @@ 0 0 0 + 0 + 0 0 0 0 @@ -780,6 +875,9 @@ 1 0 0 + 0 + 0 + 0 0 0 0 @@ -794,4 +892,104 @@ 0 1.0 + + + 18 + Burns + |B|u|r|n|s + A large injury of the skin caused by fire, this is a quite painful condition and will severely affect your dexterity. + 100 + 80 + 500 + -4 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 100 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 1 + 1 + 0 + 0 + 0 + 0 + 0 + -40 + 0 + 0 + 0 + -10 + 0 + 0 + -150 + 0 + 0 + 0 + 0.8 + + + + 19 + Corroded lung + |C|o|r|r|o|d|e|d |l|u|n|g + Due to exposure to chemical warfare agents, your lungs are severely damaged. This will obviously affect your stamina. + 120 + 100 + 480 + -5 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 100 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 1 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + -30 + 60 + 0 + -200 + 0 + 0 + 0 + 0.9 + diff --git a/Data-AIM/TableData/Inventory/MercStartingGear.xml b/Data-AIM/TableData/Inventory/MercStartingGear.xml index 74651f1..298479e 100644 --- a/Data-AIM/TableData/Inventory/MercStartingGear.xml +++ b/Data-AIM/TableData/Inventory/MercStartingGear.xml @@ -1,4 +1,4 @@ - + 0 @@ -3728,7 +3728,7 @@ 451 100 1 - 151 + 132 100 2 223 diff --git a/Data-AIM/TableData/Items/Attachments.xml b/Data-AIM/TableData/Items/Attachments.xml index 72e5be5..1223be7 100644 --- a/Data-AIM/TableData/Items/Attachments.xml +++ b/Data-AIM/TableData/Items/Attachments.xml @@ -1,4 +1,4 @@ - + 62 @@ -258,7 +258,7 @@ 223 - 151 + 132 20 @@ -513,7 +513,7 @@ 224 - 151 + 132 20 @@ -1781,10 +1781,6 @@ 4904 20 - - 310 - 20 - 310 4567 @@ -2190,10 +2186,6 @@ 336 20 - - 323 - 20 - 346 137 @@ -2446,7 +2438,7 @@ 346 - 151 + 132 20 @@ -2701,7 +2693,7 @@ 347 - 151 + 132 20 @@ -3059,10 +3051,6 @@ 2616 20 - - 461 - 20 - 461 2618 @@ -9008,6 +8996,26 @@ 925 20 + + 957 + 922 + 20 + + + 957 + 923 + 20 + + + 957 + 924 + 20 + + + 957 + 926 + 20 + 957 921 @@ -9963,6 +9971,11 @@ 921 20 + + 967 + 927 + 20 + 967 928 @@ -10003,6 +10016,101 @@ 919 20 + + 968 + 916 + 20 + + + 968 + 917 + 20 + + + 968 + 918 + 20 + + + 968 + 930 + 20 + + + 968 + 925 + 20 + + + 968 + 922 + 20 + + + 968 + 923 + 20 + + + 968 + 924 + 20 + + + 968 + 926 + 20 + + + 968 + 921 + 20 + + + 968 + 927 + 20 + + + 968 + 928 + 20 + + + 968 + 853 + 20 + + + 968 + 866 + 20 + + + 968 + 879 + 20 + + + 968 + 892 + 20 + + + 968 + 905 + 20 + + + 968 + 920 + 20 + + + 968 + 919 + 20 + 969 916 @@ -10400,7 +10508,12 @@ 973 - 921 + 930 + 20 + + + 973 + 925 20 @@ -10420,17 +10533,22 @@ 973 - 925 + 926 20 973 - 926 + 921 20 973 - 930 + 927 + 20 + + + 973 + 928 20 @@ -10485,7 +10603,12 @@ 974 - 921 + 930 + 20 + + + 974 + 925 20 @@ -10505,17 +10628,22 @@ 974 - 925 + 926 20 974 - 926 + 921 20 974 - 930 + 927 + 20 + + + 974 + 928 20 @@ -10665,7 +10793,12 @@ 976 - 921 + 930 + 20 + + + 976 + 925 20 @@ -10685,17 +10818,22 @@ 976 - 925 + 926 20 976 - 926 + 921 20 976 - 930 + 927 + 20 + + + 976 + 928 20 @@ -10750,7 +10888,12 @@ 977 - 921 + 930 + 20 + + + 977 + 925 20 @@ -10770,17 +10913,22 @@ 977 - 925 + 926 20 977 - 926 + 921 20 977 - 930 + 927 + 20 + + + 977 + 928 20 @@ -11120,7 +11268,12 @@ 981 - 921 + 930 + 20 + + + 981 + 925 20 @@ -11140,17 +11293,22 @@ 981 - 925 + 926 20 981 - 926 + 921 20 981 - 930 + 927 + 20 + + + 981 + 928 20 @@ -12630,7 +12788,12 @@ 997 - 921 + 930 + 20 + + + 997 + 925 20 @@ -12650,17 +12813,22 @@ 997 - 925 + 926 20 997 - 926 + 921 20 997 - 930 + 927 + 20 + + + 997 + 928 20 @@ -12715,7 +12883,12 @@ 998 - 921 + 930 + 20 + + + 998 + 925 20 @@ -12735,17 +12908,22 @@ 998 - 925 + 926 20 998 - 926 + 921 20 998 - 930 + 927 + 20 + + + 998 + 928 20 @@ -12800,7 +12978,12 @@ 999 - 921 + 930 + 20 + + + 999 + 925 20 @@ -12820,17 +13003,22 @@ 999 - 925 + 926 20 999 - 926 + 921 20 999 - 930 + 927 + 20 + + + 999 + 928 20 @@ -12885,7 +13073,12 @@ 1000 - 921 + 930 + 20 + + + 1000 + 925 20 @@ -12905,17 +13098,22 @@ 1000 - 925 + 926 20 1000 - 926 + 921 20 1000 - 930 + 927 + 20 + + + 1000 + 928 20 diff --git a/Data-AIM/TableData/Items/ExplosionData.xml b/Data-AIM/TableData/Items/ExplosionData.xml index 3265e78..864ffd0 100644 --- a/Data-AIM/TableData/Items/ExplosionData.xml +++ b/Data-AIM/TableData/Items/ExplosionData.xml @@ -130,4 +130,24 @@ TILECACHE\roofdestbrown1x1.STI 80 + + 13 + Debris Smoke + 1 + 18 + 502 + -1 + TILECACHE\TEAR_EXP.STI + 80 + + + 14 + Beartrap + 1 + 5 + 503 + -1 + TILECACHE\shckwave.STI + 15 + \ No newline at end of file diff --git a/Data-AIM/TableData/Items/Explosives.xml b/Data-AIM/TableData/Items/Explosives.xml index 1792ad5..244621d 100644 --- a/Data-AIM/TableData/Items/Explosives.xml +++ b/Data-AIM/TableData/Items/Explosives.xml @@ -4977,4 +4977,44 @@ 0 0 + + 237 + 11 + 0 + 0 + 2 + 0 + 0 + 13 + 1 + 2 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + 238 + 6 + 0 + 0 + 1 + 0 + 0 + 7 + 2 + 0 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + \ No newline at end of file diff --git a/Data-AIM/TableData/Items/Item_Transformations.XML b/Data-AIM/TableData/Items/Item_Transformations.XML index af520dd..0d1e703 100644 --- a/Data-AIM/TableData/Items/Item_Transformations.XML +++ b/Data-AIM/TableData/Items/Item_Transformations.XML @@ -1,4 +1,4 @@ - + 54 @@ -18,7 +18,7 @@ - 151 + 132 150 150 150 diff --git a/Data-AIM/TableData/Items/Items.xml b/Data-AIM/TableData/Items/Items.xml index 3a41a5b..47eb3ca 100644 --- a/Data-AIM/TableData/Items/Items.xml +++ b/Data-AIM/TableData/Items/Items.xml @@ -1,4 +1,4 @@ - + 0 @@ -2064,10 +2064,20 @@ 89 - Placeholder - Index 89 - 1 - 100 + *** Roof Collapse Smoke *** + *** Roof Collapse Smoke *** + INTERNAL ITEM, DO NOT USE!!! + *** Roof Collapse Smoke *** + 512 + 237 + 18 + 3 + 12 + 6 + 4 + 700 + 1 + 1 @@ -2493,8 +2503,26 @@ 132 - Placeholder - 1 + Rack of PFM-1 + Rack of PFM-1 + This rack contains 10 Soviet made PFM-1 landmines, also known as butterfly mines. These small mines are rather nasty, as they can't be detected with a metal detector. However, they only contain a small amount of explosives. + Rack of PFM-1 + This rack contains 10 Soviet made PFM-1 landmines, also known as butterfly mines. These small mines are rather nasty, as they can't be detected with a metal detector. However, they only contain a small amount of explosives. + 512 + 36 + 131072 + 2 + 639 + 22 + 711 + 350 + 3 + 1 + 1 + 1 + 1 + 1 + 2 100 @@ -3001,26 +3029,20 @@ 151 - Rack of PFM-1 - Rack of PFM-1 - This rack contains 10 Soviet made PFM-1 landmines, also known as butterfly mines. These small mines are rather nasty, as they can't be detected with a metal detector. However, they only contain a small amount of explosives. - Rack of PFM-1 - This rack contains 10 Soviet made PFM-1 landmines, also known as butterfly mines. These small mines are rather nasty, as they can't be detected with a metal detector. However, they only contain a small amount of explosives. - 512 - 36 - 131072 - 2 - 639 - 22 - 711 - 350 - 3 - 1 - 1 - 1 - 1 - 1 - 2 + *** Smoke explosion *** + *** Smoke after explosion *** + Internal Item. Not for sale. + *** Smoke explosion *** + Internal Item. Not for sale. + 256 + 238 + 6 + 3 + 12 + 1 + 1 + 1 + 1 100 @@ -7066,7 +7088,7 @@ Lighter and slightly more compact than a regular Medical Kit, the Response Kit still contains all the necessary items to perform field surgery, just in lower quantities. Response Kit Lighter and slightly more compact than a regular Medical Kit, the Response Kit still contains all the necessary items to perform field surgery, just in lower quantities. - 8192 + 4096 5 1 1919 diff --git a/Data-AIM/TableData/Items/StructureMove.xml b/Data-AIM/TableData/Items/StructureMove.xml new file mode 100644 index 0000000..b3e7201 --- /dev/null +++ b/Data-AIM/TableData/Items/StructureMove.xml @@ -0,0 +1,522 @@ + + + Gas cylinder + ASTUFF1.sti + 0 + 1 + + + Furniture + BASEFRN1.sti + 0 + 1 + 2 + 3 + 4 + 5 + 8 + 9 + 10 + 13 + 14 + 15 + 16 + 17 + 18 + 19 + 20 + + + Sandbags + sandbag.sti + 0 + 1 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + + + Sandbags + SNOW_BAG.sti + 0 + 1 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + + + Crate + 2CRATE.sti + 1 + 2 + 3 + 4 + 5 + 6 + + + Barrel + 2DRUMS.sti + 6 + + + Barrel + DRUM_01.sti + 6 + + + Barrel + drum_02.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + + + Tire + dump.sti + 0 + 1 + 2 + 3 + + + Furniture + FLAT_R3.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + + + Furniture + FURN_4.sti + 0 + 12 + 13 + 14 + 15 + + + Furniture + FURN_5.sti + 1 + 5 + 9 + 10 + 11 + 12 + 13 + 14 + 15 + 16 + + + Furniture + FURN_6.sti + 10 + 11 + 16 + 17 + 18 + 19 + 20 + 21 + 22 + 23 + + + Furniture + FURN_7.sti + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 13 + 14 + 15 + 16 + 17 + 18 + 19 + 20 + 21 + 22 + 23 + + + Furniture + FURN_8.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 12 + 13 + + + Barrel + FURN_MIX.sti + 2 + + + Debris + GASTUF1.sti + 7 + 8 + 9 + + + Chair + G-FURN.sti + 14 + + + Chair + G-FURNX.sti + 14 + + + Locker + H-FURN1.sti + 4 + 5 + 6 + 7 + + + Furniture + H-FURN2.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + + + Shabby Furniture + HILFURN1.sti + 2 + 3 + 4 + 5 + 6 + 7 + 13 + 14 + 15 + 16 + 17 + + + Locker + JAILSTUF.sti + 0 + 1 + 2 + 3 + 20 + 21 + 22 + 23 + + + Chair + JAILSTF2.sti + 4 + 5 + 6 + 7 + + + Locker + JAILSTF3.sti + 0 + 1 + 2 + 3 + 20 + 21 + 22 + 23 + + + Furniture + LAWLESS.sti + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + + + Furniture + LAWLESS2.sti + 0 + 1 + 2 + 3 + 4 + 5 + 8 + 9 + + + Furniture + LAWLESS4.sti + 0 + 2 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + + + Barrel + I_CRATES.sti + 23 + + + Furniture + M-FURN1.sti + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + + + Furniture + M-FURN3.sti + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 13 + 16 + 17 + 18 + 19 + 22 + 23 + + + Chair + M-FURN4.sti + 20 + 21 + 22 + 23 + + + Gas Cylinder + M-OUT2.sti + 0 + 1 + 2 + 3 + + + Furniture + O_FURN.sti + 4 + 5 + 6 + 7 + 8 + 9 + 22 + 23 + + + Old Furniture + OLD_FURN.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 13 + 16 + 17 + + + Fancy decoration + P-FURN1.sti + 4 + 5 + 6 + 10 + 11 + 16 + 17 + 18 + 19 + + + Fancy furniture + P-FURN2.sti + 4 + 5 + 6 + 13 + 14 + 15 + 20 + 21 + 22 + 23 + + + Velvet chair + P-FURN3.sti + 15 + 16 + 17 + 18 + + + Furniture + P-FURN4.sti + 10 + 11 + 16 + 17 + 18 + 19 + 20 + 21 + 22 + 23 + + + Furniture + SCHOOL.sti + 0 + 1 + 4 + 5 + 6 + 7 + 8 + 9 + 13 + 14 + 15 + 16 + 17 + 18 + 19 + 20 + 21 + 22 + + + Chair + SEWFURN.sti + 8 + 9 + 10 + 11 + + + Container + SHOP.sti + 6 + 7 + 8 + 9 + + + Furniture + TR_FURN1.sti + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 8 + + + Package + WORKSHOP.sti + 4 + 5 + 6 + + + Package + WORKSHP2.sti + 2 + 4 + 5 + 6 + 10 + 11 + + + Crate + WP_STUF1.sti + 7 + 8 + 9 + 10 + 19 + + diff --git a/Data-AIM/TableData/NPCInventory/DevinInventory.xml b/Data-AIM/TableData/NPCInventory/DevinInventory.xml index 7a4af25..172dc39 100644 --- a/Data-AIM/TableData/NPCInventory/DevinInventory.xml +++ b/Data-AIM/TableData/NPCInventory/DevinInventory.xml @@ -1,4 +1,4 @@ - + 0 @@ -877,7 +877,7 @@ 175 - 151 + 132 1 diff --git a/Data-AIM/TableData/NPCInventory/TonyInventory.xml b/Data-AIM/TableData/NPCInventory/TonyInventory.xml index 7c4421d..c3cdfef 100644 --- a/Data-AIM/TableData/NPCInventory/TonyInventory.xml +++ b/Data-AIM/TableData/NPCInventory/TonyInventory.xml @@ -1,4 +1,4 @@ - + 0 @@ -16989,7 +16989,7 @@ 4046 - 151 + 132 4047 diff --git a/Data-Bigmaps/NPCDATA/065.EDT b/Data-Bigmaps/NPCDATA/065.EDT new file mode 100644 index 0000000..e762fca Binary files /dev/null and b/Data-Bigmaps/NPCDATA/065.EDT differ diff --git a/Data-Bigmaps/NPCDATA/217.EDT b/Data-Bigmaps/NPCDATA/217.EDT new file mode 100644 index 0000000..5695136 Binary files /dev/null and b/Data-Bigmaps/NPCDATA/217.EDT differ diff --git a/Data-Bigmaps/NPCDATA/218.EDT b/Data-Bigmaps/NPCDATA/218.EDT new file mode 100644 index 0000000..5695136 Binary files /dev/null and b/Data-Bigmaps/NPCDATA/218.EDT differ diff --git a/Data-Bigmaps/NPCDATA/219.EDT b/Data-Bigmaps/NPCDATA/219.EDT new file mode 100644 index 0000000..636d351 Binary files /dev/null and b/Data-Bigmaps/NPCDATA/219.EDT differ diff --git a/Data-Bigmaps/Scripts/GameInit.lua b/Data-Bigmaps/Scripts/GameInit.lua index 88e1485..a8d2bf5 100644 --- a/Data-Bigmaps/Scripts/GameInit.lua +++ b/Data-Bigmaps/Scripts/GameInit.lua @@ -84,7 +84,7 @@ http://legion.itzg.pl/mzgb/pmwiki/pmwiki.php?n=JaggedAlliance2UBV1.Jav113lua ubSender - uiIndex from SenderNameList.xml 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 @@ -318,7 +318,7 @@ Finances = MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT = 27, SOLD_ITEMS = 28, FACILITY_OPERATIONS = 29, - MILITIA_UPKEEP = 30, + MILITIA_UPKEEP = 30, } Sender = @@ -475,7 +475,7 @@ function InitNPCs() AddAltSectorNew( 4, SectorY.MAP_ROW_I ) end 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 == 1 and iniENABLE_CREPITUS == 1) then else @@ -512,7 +512,7 @@ function InitNewGame() SetStartingCashDifLevel(newDIFFICULTY_LEVEL) -- Get starting cash from JA2Options.ini - --[[ + --[[ if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then iStartingCash = GetStartingCashNovice() elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then @@ -523,5 +523,5 @@ function InitNewGame() iStartingCash = GetStartingCashInsane() end AddTransactionToPlayersBook( Finances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ) -]] + ]] end \ No newline at end of file diff --git a/Data-Bigmaps/Scripts/Overhead.lua b/Data-Bigmaps/Scripts/Overhead.lua index a7a2990..a0e38eb 100644 --- a/Data-Bigmaps/Scripts/Overhead.lua +++ b/Data-Bigmaps/Scripts/Overhead.lua @@ -357,6 +357,22 @@ Teams = CIV_TEAM = 4, } +-- (relevant) bodytypes +Bodytype = +{ + REGMALE = 0, + BIGMALE = 1, + STOCKYMALE = 2, + REGFEMALE = 3, + FATCIV = 11, + MANCIV = 12, + MINICIV = 13, + DRESSCIV = 14, + HATKIDCIV = 15, + KIDCIV = 16, + CRIPPLECIV = 17, +} + local iLoop local aimLoop @@ -992,7 +1008,7 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a list of all exhibits on the computer.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Most of it are old sculptures and bronze works.") - SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "But the most prized item is definetely the Chalice of Chance .") + SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "But the most prized item is definetely the Chalice of Chance.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then @@ -2807,16 +2823,45 @@ Skill = SKILLS_RADIO_LISTEN = 3, SKILLS_RADIO_CALLREINFORCEMENTS = 4, SKILLS_RADIO_TURNOFF = 5, + SKILLS_RADIO_ACTIVATE_TURNCOATS_ALL = 6, - SKILLS_INTEL_CONCEAL = 6, - SKILLS_INTEL_GATHERINTEL = 7, + SKILLS_INTEL_CONCEAL = 7, + SKILLS_INTEL_GATHERINTEL = 8, + SKILLS_CREATE_TURNCOAT = 9, + SKILLS_ACTIVATE_TURNCOATS = 10, + SKILLS_ACTIVATE_TURNCOATS_ALL = 11, -- various - SKILLS_SPOTTER = 8, - SKILLS_FOCUS = 9, - SKILLS_DRAG = 10, + SKILLS_SPOTTER = 12, + SKILLS_FOCUS = 13, + SKILLS_DRAG = 14, }; +-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here +Voiceline = +{ + QUOTE_SEE_ENEMY = 0, + QUOTE_HEARD_SOMETHING = 6, + QUOTE_SPOTTED_SOMETHING_ONE = 11, + QUOTE_SPOTTED_SOMETHING_TWO = 12, + QUOTE_OUT_OF_AMMO = 13, + QUOTE_TAKEN_A_BREATING = 21, -- took a lot of hits this turn + QUOTE_CLOSE_CALL = 22, -- almost hit by a projectile + QUOTE_NO_LINE_OF_FIRE = 23, -- really bad chance to hit target + QUOTE_KILLED_AN_ENEMY = 27, + QUOTE_HEADSHOT = 33, + QUOTE_STARTING_TO_WHINE = 40, -- complain: low morale + + -- 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, +} + -- different dialogue action events DialogueActionEvent = { @@ -2846,6 +2891,7 @@ DialogueActionEvent = 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 + ADE_BOMB_HAS_BEEN_PLANTED = 26, -- we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0) } -- functions used here: @@ -2886,9 +2932,10 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace if ( aData2 == 0 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//elliot.mp3", "Death doesn't seem to have kept him from talking.") end - + end - + + -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first) elseif ( usEventNr == DialogueActionEvent.ADE_SECTOR_COMMENTARY ) then -- surface sectors @@ -2942,7 +2989,7 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace end end - + -- Look up voicelines in Dialogue Control.h, only listing notable ones often used here Voiceline = { @@ -2976,3 +3023,20 @@ function HandleReplaceQuote( ubProfile, usQuoteNum ) end + +-- functions used here: +-- +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) +-- volume: optional sound volume (65: medium volume, 127: loud), default 65 +-- PlaySound(path, volume) + +-- handle +-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates +-- ubMerchantID is the ID of the merchant for whom this is called +-- ubBodyType is the character model the merchant uses +-- usQuoteNum is the event of the dialogue that is supposed to be called +function HandleNPCMerchantQuote(sSectorX, sSectorY, bSectorZ, ubMerchantID, ubBodyType, usQuoteNum ) + + + +end \ No newline at end of file diff --git a/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua b/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua index 92db27c..36cf0ec 100644 --- a/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua +++ b/Data-Bigmaps/Scripts/StrategicTownLoyalty.lua @@ -22,7 +22,7 @@ - CALCULATE_STRATEGIC_INDEX( SectorX, SectorY ) - - SECTOR( SectorX, SectorY ) + - SECTOR ( SectorX, SectorY ) - CheckMercIsDead (ProfilID) check merc is dead @@ -48,7 +48,7 @@ ************** ** Examples ** ************** - + if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13,4) ) ) == false then -- instructions else @@ -306,7 +306,7 @@ function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ ) iLoyaltyChange = -60 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) - + end end diff --git a/Data-Bigmaps/Scripts/strategicmap.lua b/Data-Bigmaps/Scripts/strategicmap.lua index a4a6d66..4fd3c43 100644 --- a/Data-Bigmaps/Scripts/strategicmap.lua +++ b/Data-Bigmaps/Scripts/strategicmap.lua @@ -172,8 +172,8 @@ History = { } Profil = -{ - MIGUEL = 57, +{ + MIGUEL = 57, CARLOS = 58, IRA = 59, DIMITRI = 60, @@ -811,7 +811,7 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl -- sublevel 1 elseif ( bSectorZ == 1 ) then -- Orta - if ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then + if ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then CreateCivilian(14494, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13062, CivGroup.SCIENTIST_GROUP, -1, Bodytype.MANCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13167, CivGroup.SCIENTIST_GROUP, -1, Bodytype.FATCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1) @@ -1039,7 +1039,7 @@ MapSymbols = { QUESTIONMARK_RED = 15, EXCLAMATIONMARK_RED = 16, QUESTIONMARK_YELLOW = 17, - EXCLAMATIONMARK_YELLOW = 18, + EXCLAMATIONMARK_YELLOW = 18, FACTORY_YELLOW = 19, FACTORY_GREEN = 20, FACTORY_RED = 21, diff --git a/Data-Bigmaps/TableData/Map/CoolnessBySector.xml b/Data-Bigmaps/TableData/Map/CoolnessBySector.xml index e21eb4e..9d79a64 100644 --- a/Data-Bigmaps/TableData/Map/CoolnessBySector.xml +++ b/Data-Bigmaps/TableData/Map/CoolnessBySector.xml @@ -1,24 +1,30 @@ - 0 0 0 0 0 10 3 2 0 0 2 3 3 3 5 10 - 0 0 0 0 0 4 3 2 1 2 3 4 5 7 4 7 - 0 0 0 0 0 0 0 0 3 2 2 3 4 4 5 7 - 0 0 0 0 0 0 0 0 0 0 0 0 6 8 10 7 - 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 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 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 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 0 0 0 0 - \ No newline at end of file + 5 5 1 1 1 10 1 1 3 3 4 1 1 1 1 10 + 5 6 1 1 4 1 1 4 3 4 3 4 7 5 1 7 + 1 3 3 3 5 5 3 3 3 1 1 3 5 5 1 7 + 1 14 3 5 5 5 5 1 3 1 1 1 6 8 10 7 + 0 1 3 1 1 1 9 4 4 1 4 3 3 1 3 7 + 10 10 3 1 1 10 5 8 8 4 1 3 1 3 3 7 + 10 10 3 3 3 9 5 8 8 3 3 3 1 3 1 7 + 10 10 11 4 4 3 4 9 1 4 1 3 14 14 1 8 + 10 4 5 3 1 10 4 14 1 1 1 4 14 15 1 8 + 0 5 5 12 12 5 1 1 14 1 1 3 3 5 1 8 + 0 5 12 15 12 5 3 3 3 3 3 3 3 3 1 8 + 5 5 12 12 12 5 1 14 1 5 11 11 11 1 1 8 + 0 18 18 18 18 18 1 1 5 5 0 0 11 1 1 8 + 0 0 18 19 18 18 5 5 11 11 0 0 1 1 1 8 + 0 0 19 19 0 0 0 5 11 0 0 0 0 1 1 8 + 0 0 20 0 0 0 0 0 0 0 0 0 0 1 1 8 + diff --git a/Data-Bigmaps/TableData/Map/FacilityTypes.xml b/Data-Bigmaps/TableData/Map/FacilityTypes.xml index 81ef2c8..89830ef 100644 --- a/Data-Bigmaps/TableData/Map/FacilityTypes.xml +++ b/Data-Bigmaps/TableData/Map/FacilityTypes.xml @@ -1744,7 +1744,7 @@ 35 Border Checkpoint - Boder Checkpoint + Border Checkpoint 2 1 diff --git a/Data-Bigmaps/TableData/MercProfiles.xml b/Data-Bigmaps/TableData/MercProfiles.xml index 43decb8..65ce315 100644 --- a/Data-Bigmaps/TableData/MercProfiles.xml +++ b/Data-Bigmaps/TableData/MercProfiles.xml @@ -6443,80 +6443,80 @@ 65 - 3 - Eskimo - Removed - RPC65 + 4 + Betty Fung + Betty 65 65 28 - 30 - 25 - 53 + 31 + 16 + 55 0 0 3000 2000 - GREENPANTS + BEIGEPANTS BROWNVEST - PINKSKIN - BLONDHEAD - 0 - 0 + TANSKIN + WHITEHEAD + 1 + 14 0 - 0 + 0 0 1 7 101 101 - 87 - 87 - 92 + 57 + 57 + 42 51 - 86 - 66 - 55 + 60 + 83 + 25 7 1 - 5 + 28 15 1 0 - 5 - 5 - 12 - 17 + 0 + 0 + 0 + 0 0 - 255 - 255 - 255 - 255 - 255 - 255 + -1 + -1 + -1 + -1 + -1 + -1 0 - 255 + -1 0 - 255 + -1 0 - 255 + -1 0 - 255 + -1 0 - 255 + -1 0 - 255 + -1 0 - 3 - 4 + 2 + 13 2 0 - 1 + 0 0 - 1 - 1 + -1 + 0 0 0 - 100 + 0 0 0 0 @@ -6524,18 +6524,17 @@ 0 -1 -1 - 0 + 1 50 60 50 50 - 0 - 0 + 9 + 3 0 0 - 0 - 0 - 65 + 1 + 30 66 @@ -21015,72 +21014,72 @@ 217 - 6 - - - 217 - 217 - 0 - 0 - 0 - 0 + 4 + Lee Johnston + Lee + 156 + 156 + 15 + 24 + 15 + 56 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLUEPANTS + REDVEST + BLACKSKIN + BLACKHEAD 0 - 0 + 12 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 65 + 65 + 60 + 60 + 70 + 50 + 30 0 - 0 - 0 + 40 + 20 0 - 0 + 1 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + -1 + -1 + -1 + -1 + -1 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 0 - 0 - 0 + 4 + 2 0 0 0 @@ -21096,86 +21095,87 @@ 0 -1 -1 - 0 + 1 0 0 0 0 - 0 - 0 + 8 + 12 0 0 - 0 + 17 0 + 156 218 - 6 - - - 218 - 218 - 0 - 0 - 0 - 0 + 4 + Harvey Johnston + Harvey + 156 + 156 + 15 + 24 + 15 + 56 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLUEPANTS + REDVEST + BLACKSKIN + BLACKHEAD 0 - 0 + 12 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 65 + 65 + 60 + 60 + 70 + 50 + 30 0 - 0 - 0 + 40 + 20 0 - 0 + 1 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + -1 + -1 + -1 + -1 + -1 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 0 - 0 - 0 + 4 + 2 0 0 0 @@ -21191,85 +21191,86 @@ 0 -1 -1 - 0 + 1 0 0 0 0 - 0 - 0 + 6 + 6 0 0 - 0 + 17 0 + 156 219 - 6 - - - 219 + 4 + Jorge + Jorge + 181 219 - 0 - 0 - 0 - 0 + 19 + 26 + 18 + 56 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + greyVEST + TANSKIN + WHITEHEAD 0 0 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 90 + 90 + 80 + 69 + 82 + 75 + 82 + 38 + 42 + 12 + 38 + 6 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + -1 + -1 + -1 + -1 + -1 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 - 0 + 4 + 31 0 0 0 @@ -21283,20 +21284,21 @@ 0 0 0 - 0 - -1 - -1 + 3289 + 25 + 31 0 - 0 - 0 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 + 5 + 2 0 - 0 - 0 + 2 + 7 0 + 219 220 diff --git a/README.md b/README.md index 5516e34..2570b0b 100644 --- a/README.md +++ b/README.md @@ -3,7 +3,7 @@ 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 **8790** of JA2 1.13 with gamedir atleast at level **2529** +AIMNAS currently requires atleast version **8872** of JA2 1.13 with gamedir atleast at level **2558** Any earlier release of 1.13 may not work correctly with AIMNAS #### JA2 1.13 download @@ -13,7 +13,7 @@ AIMNAS only works with the SVN release, more information about this release can 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** +* Config files and lua scripts updated to JA2 1.13 rev **8872** / GameDir **2558** * 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"