the cutting room mirror

Unused Scripts

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This is a sub-page of S.T.A.L.K.E.R.: Shadow of Chernobyl.

alife.ltx#

alife.ltx contains some very interesting information. First, it appears that you would be able to team up with various country's research firms and intelligence agencies and get them stuff. They would also be able to trade with you.

Second, there is some code related to magnetic anomalies, such as the actual anomaly, an artifact from it, and a VSS Vintorez sniper rifle that's been affected by it. These appear to tie into the factions mentioned earlier. Nothing like this appears in the final game.

[organizations]                                                                ; a list of organization sections
    agroprom
    militaries
    scientists
        
[agroprom]
    name                    = "Agroprom Research Institute"                 ; organization public name
    discoveries             = discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force    ; discoveries can be discovered
    join_probability        = 1.0                                           ; a probability to join zone investigations
    left_probability        = 0.1                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[militaries]
    name                    = "KGB : Special Purpose Forces"                ; organization public name
    discoveries             = discovery_magnetic_field,discovery_electro_magnetic_force,discovery_magnetic_battery  ; discoveries can be discovered
    join_probability        = 1.0                                           ; a probability to join zone investigations
    left_probability        = 0.1                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[scientists]
    name                    = "NASA: Scientific Laboratory"                 ; organization public name
    discoveries             = discovery_magnet,discovery_electro_magnetic_force,discovery_magnetic_battery  ; discoveries can be discovered
    join_probability        = 1.0                                           ; a probability to join zone investigations
    left_probability        = 0.1                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[Japan_Lab]
    name                    = "Japan Research Laboratories"                 ; organization public name
    discoveries             = discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force    ; discoveries can be discovered
    join_probability        = 0.2                                           ; a probability to join zone investigations
    left_probability        = 0.2                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[USA_Lab]
    name                    = "USA Research Laboratories"                   ; organization public name
    discoveries             = discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force    ; discoveries can be discovered
    join_probability        = 0.2                                           ; a probability to join zone investigations
    left_probability        = 0.2                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[Uzbekistan_Lab]
    name                    = "Uzbekistan Research Laboratories"                    ; organization public name
    discoveries             = discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force    ; discoveries can be discovered
    join_probability        = 0.2                                           ; a probability to join zone investigations
    left_probability        = 0.2                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[Soviet_Lab]
    name                    = "USSR Research Laboratories"                  ; organization public name
    discoveries             = discovery_magnet,discovery_magnetic_field,discovery_electro_magnetic_force    ; discoveries can be discovered
    join_probability        = 0.4                                           ; a probability to join zone investigations
    left_probability        = 0.1                                           ; a probability to left zone investigations
    trader_rank             = 1                                             ; rank of the trader to deal with

[discovery_magnet]
    name                    = "Surrealistics effect of magnet"              ; discovery public name
    success_probability     = 0.4                                           ; a probability to make a discovery
    destroy_probability     = 0.1                                           ; a probability to make an excident during investigations
    result_probability      = 0.5                                           ; discovery getting result probability
    unfreeze_probability    = 0.1                                           ; discovery freeze probability after destruction
    demand_on_success       = af_medusa,3,15,50,350                         ; artefacts per week (section, count, price)
    artefacts               = af_medusa,10,510                              ; artefacts to make a discovery
    discovery_dependence    =                                               ; if this discoveries are invented, then this 
    sections                = m_detector                                    ; sections of the objects being invented after this discovery
    already_invented        = 0                                             ; bool, if discovery has been already invented

[discovery_magnetic_field]
    name                    = "Magnetic force field"                        ; discovery public name
    success_probability     = 0.3                                           ; a probability to make a discovery
    destroy_probability     = 0.3                                           ; a probability to make an excident during investigations
    result_probability      = 0.4                                           ; discovery getting result probability
    unfreeze_probability    = 0.2                                           ; discovery freeze probability after destruction
    demand_on_success       = af_medusa,3,20,70,450                         ; artefacts per week (section, count, price)
    artefacts               = af_medusa,30,630                              ; artefacts to make a discovery
    discovery_dependence    =                       ;discovery_magnet                               ; if this discoveries are invented, then this 
    sections                = wpn_fn2000                                    ; sections of the objects being invented after this discovery
    already_invented        = 0                                             ; bool, if discovery has been already invented

[discovery_electro_magnetic_force]
    name                    = "Electro magnetic force"                      ; discovery public name
    success_probability     = 0.2                                           ; a probability to make a discovery
    destroy_probability     = 0.3                                           ; a probability to make an excident during investigations
    result_probability      = 0.7                                           ; discovery getting result probability
    unfreeze_probability    = 0.2                                           ; discovery freeze probability after destruction
    demand_on_success       = af_medusa,4,8,50,150                          ; artefacts per week (section, count_min, count_max, price_min, price_max)
    artefacts               = af_medusa,10,1000                             ; artefacts to make a discovery (section, count, price)
    discovery_dependence    =                       ;discovery_magnetic_field                       ; if this discoveries are invented, then this 
    sections                =                                               ; sections of the objects being invented after this discovery
    already_invented        = 0                                             ; bool, if discovery has been already invented

[discovery_magnetic_battery]
    name                    = "Magnetic battery"                            ; discovery public name
    success_probability     = 0.3                                           ; a probability to make a discovery
    destroy_probability     = 0.2                                           ; a probability to make an excident during investigations
    result_probability      = 0.7                                           ; discovery getting result probability
    unfreeze_probability    = 0.2                                           ; discovery freeze probability after destruction
    demand_on_success       = af_medusa,4,8,50,150                          ; artefacts per week (section, count_min, count_max, price_min, price_max)
    artefacts               = af_medusa,5,1200                              ; artefacts to make a discovery (section, count, price)
    discovery_dependence    = discovery_magnetic_field                      ; if this discoveries are invented, then this 
    sections                = wpn_rpg_7                                     ; sections of the objects being invented after this discovery
    already_invented        = 0                                             ; bool, if discovery has been already invented

[discovery_vintorez]
    name                    = "Weapon Vintorez with strong magnetic effects"; discovery public name
    success_probability     = 0.3                                           ; a probability to make a discovery
    destroy_probability     = 0.3                                           ; a probability to make an excident during investigations
    result_probability      = 0.6                                           ; discovery getting result probability
    unfreeze_probability    = 0.2                                           ; discovery freeze probability after destruction
    demand_on_success       = af_medusa,4,8,50,150                          ; artefacts per week (section, count_min, count_max, price_min, price_max)
    artefacts               = af_medusa,7,800                               ; artefacts to make a discovery (section, count, price)
    discovery_dependence    = discovery_magnet                              ; if this discoveries are invented, then this 
    sections                = m_detector                                    ; sections of the objects being invented after this discovery
    already_invented        = 0                                             ; bool, if discovery has been already invented

game_levels.ltx#

This is a huge list of levels that existed at one point. There are a lot of test variants of existing levels, actual test levels, and some levels removed from the final game. Some of the more interesting level include l06_rostok_demo and k01_darkscape.

[levels]
    level01
    level02
    level03
    level04
    level05
    level06
    level07
    level08
    level09
    level10
    level11
;   level12
    level13
    level14
    level15
    level16
    level17
;   level18
    level19
    level20
;   level21

    level100
    level101
    level102
    level103
    level104
    level105
    level106
    level107
    level108
    level109
    level110
    level111
    level112
    level113
    level114
    level115
    level116
    level117
    level118
;   level119
    level120
;   level121
    level122
;   level125
;   level126
;   level127
    level128
;   level129
    level130
;   level131
    level132
;   level133
;   level134
    level135
;   level136
    level137
    level139
    level140
;   level141
    level142
    level143
    level145
    level146
    level147
    level148
    level149
;   level150
    level151
    level152
    level153
    level154
    level155
    level156
    level157
    level158    
    level159        
    level160
    level161
    level162
    level163
    level164
    level165    
    level166    

;   for Hardware testing
    level167
    level168
    level169
    
[level01]
 name   = L01_Escape
 caption = "L01_Escape"
 offset  = 3000.0,  1000.0, 0.0
 id   = 01

[level02]
 name   = L02_Garbage
 caption = "L02_Garbage"
 offset  = 3000.0,  1000.0, 1000.0
 id = 02

[level03]
 name   = L03_Agroprom
 caption = "L03_Agroprom"
 offset  = 2000.0,  1000.0, 1000.0
 id   = 03

[level04]
 name   = l03u_agr_underground
 caption = "l03u_agr_underground"
 offset  = 2000.0,  800.0,  1000.0
 id   = 04

[level05]
 name   = l04_darkvalley
 caption = "l04_darkvalley"
 offset  = 4000.0,  1000.0, 1000.0
 id   = 05

[level06]
 name   = l04u_LabX18
 caption = "l04u_LabX18"
 offset  = 4000.0,  800.0,  1000.0
 id   = 06

[level07]
 name   = L05_Bar
 caption = "L05_Bar"
 offset  = 3000.0,  1000.0, 2000.0
 id   = 07

[level08]
 name   = L06_rostok
 caption = "L06_rostok"
 offset  = 2000.0,  1000.0, 2000.0
 id   = 08

[level09]
 name   = l08_yantar
 caption = "l08_yantar"
 offset  = 1000.0,  1000.0, 2000.0
 id   = 09

[level10]
 name   = l08u_brainlab
 caption = "l08u_brainlab"
 offset  = 1000.0,   800.0, 2000.0
 id   = 10

[level11]
 name   = L07_Military
 caption = "L07_Military"
 offset  = 3000.0,   1000.0, 3000.0
 id   = 11

[level12]
 name   = L09_Deadcity
 caption = "L09_Deadcity"
 offset  = 1000.0, 1000.0,  3000.0
 id   = 12

[level13]
 name   = l10_radar
 caption = "l10_radar"
 offset  = 3000.0, 1000.0,  4000.0
 id   = 13

[level14]
 name   = L11_Pripyat
 caption = "L11_Pripyat"
 offset  = 3000.0,     1000.0,   5000.0
 id   = 14

[level15]
 name   = L12_Stancia
 caption = "L12_Stancia"
 offset  = 2000.0, 1000.0, 8000.0
 id   = 15

[level16]
 name   = L12U_Sarcofag
 caption = "L12U_Sarcofag"
 offset  = 2000.0,  1200.0,    8000.0
 id   = 16

[level17]
 name   = l12u_control_monolith  
 caption = "l12u_control_monolith"
 offset  = 2000.0,   1400.0,    8000.0
 id   = 17

[level18]
 name   = k01_darkscape
 caption = "k01_darkscape"
 offset  = 4000.0,     1000.0,  0.0
 id   = 18

[level19]
 name   = L12_Stancia_2
 caption = "L12_Stancia_2"
 offset  = 2000.0, 1000.0, 9000.0
 id   = 19

[level20]
 name   = l10u_bunker
 caption = "l10u_bunker"
 offset  = 3000.0, 800.0,   4000.0
 id   = 20

[level21]
 name   = l23_final_battle
 caption = "l23_final_battle"
 offset  = 2000.0, 800.0, 9000.0
 id   = 21







[level100]
  name    = monster_tests
  caption = "monster_tests"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 100

[level101]
  name    = jim_agro
  caption = "jim_agro"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 101

[level102]
 name   = stohe_selo
 caption = "stohe_selo"
 offset  = 10000.0,     1000.0,    10000.0
 weathers = stancia
  id  = 102

[level103]
  name          = ai_test
  caption       = "ai_test"
  offset        = -1000.0,    0.0,   -1000.0
  id            = 103

[level104]
  name          = ai_test2
  caption       = "ai_test2"
  offset        = -1000.0,    0.0,   -1500.0
  id            = 104

[level105]
  name    = jim_dark
  caption = "jim_dark"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 105

[level106]
 name   = chugai_test
 caption = "chugai_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 106

[level107]
 name   = $debug$\y_selo
 caption = "$debug$\y_selo"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 107

 [level108]
 name   = slipch_al_test
 caption = "slipch_al_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 108
 
 [level109]
 name   = slipch_al_test2
 caption = "slipch_al_test2"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 109
 
 [level110]
 name   = krondor_selo
 caption = "krondor_selo"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 110

 [level111]
  name    = zmey_selo2
  caption = "zmey_selo2"
  offset  = 10000.0,     1000.0,    10000.0
 id   = 111

[level112]
 name   = zmey_test2
 caption = "zmey_test2"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 112


[level113]
 name   = slipch_lab
 caption = "slipch_lab"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 113

[level114]
 name   = slipch_selo
 caption = "slipch_selo"
 offset  = 10000.0,     1000.0,    10000.0
 id      = 114

[level115]
 name   = chugai_ai_test
 caption = "chugai_ai_test"
 offset  = 10000.0,     1000.0,    10000.0
 id      = 115

[level116]
 name   = ivan_test
 caption = "ivan_test"
 offset  = 10000.0,     1000.0,    10000.0
 id      = 116

[level117]
 name   = l01_escape_ph_test
 caption = "l01_escape_ph_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 117

[level118]
 name   = l02_garbage_ai
 caption = "l02_garbage_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 118

[level119]
  name    = l03_agroprom_ai
  caption = "l03_agroprom_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 119

[level120]
 name   = l03u_agroprom_ai
 caption = "l03u_agroprom_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 120


[level121]
  name    = l04u_LabX18_ai
  caption = "l04u_LabX18_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 121

[level122]
  name    = l04u_labx18_proba
  caption = "l04u_labx18_proba"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 122

[level125]
 name   = l05_rostok_ai
 caption = "l05_rostok_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 125


[level126]
 name   = L05_Rostok
 caption = "L05_Rostok"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 126

[level127]
 name   = l05_bar_ai
 caption = "l05_bar_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 127

[level128]
 name   = L07_Military_proba
 caption = "L07_Military_proba"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 128


[level129]
 name   = l08_yantar_ai
 caption = "l08_yantar_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 129

[level130]
 name   = l17_radar_underground_ai
 caption = "l17_radar_underground_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 130


[level131]
  name    = l10_radar_ai
  caption = "l10_radar_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 131


[level132]
 name   = l12_stancia_2ch_proba
 caption = "l12_stancia_2ch_proba"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 132

[level133]
  name    = l12u_sarcofag_ai
  caption = "l12u_sarcofag_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 133
  
[level134]
  name    = l12u_control_monolith_ai
  caption = "l12u_control_monolith_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 134

[level135]
 name   = l12_stancia_1ch_proba
 caption = "l12_stancia_1ch_proba"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 135

[level136]
 name   = k01_darkscape_r
 caption = "k01_darkscape_r"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 136

[level137]
  name    = l18_pripyat_ai
  caption = "l18_pripyat_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 137

[level139]
  name    = selo2
  caption = "selo2"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 139

[level140]
  name    = vovan_test
  caption = "vovan_test"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 140

[level141]
 name   = l03u_agr_underground_oles
 caption = "l03u_agr_underground_oles"
 offset  = 4000.0,  800.0,  1000.0
 id   = 141

[level142]
 name   = l04u_LabX18_oles
 caption = "l04u_LabX18_oles"
 offset  = 4000.0,  800.0,  1000.0
 id   = 142

[level143]
 name   = l04u_labx18_test
 caption = "l04u_labx18_test
 offset  = 4000.0,  800.0,  1000.0
 id   = 143

[level145]
  name    = k01_darkscape_ct
  caption = "k01_darkscape_ct"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 145
  
[level146]
  name    = l24_sarcofag_mental
  caption = "l24_sarcofag_mental"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 146

[level147]
 name    = chugai_test1
 caption = "chugai_test1"
 offset  = -700.0,    0.0,   -1500.0
 id      = 147

[level148]
 name    = chugai_test2
 caption = "chugai_test2"
 offset  = -700.0,    0.0,   -1000.0
 id      = 148

[level149]
 name    = selo3
 caption = "selo3"
 offset  = -500.0,    0.0,   -1500.0
 id      = 149

[level150]
  name    = l12_deadcity_ai
  caption = "l12_deadcity_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 150

[level151]
  name    = wik_selo
  caption = "wik_selo"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 151

[level152]
 name   = l08u_brainlab_ai
 caption = "l08u_brainlab_ai"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 152

[level153]
  name    = l04_darkvalley_ai
  caption = "l04_darkvalley_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 153

[level154]
  name    = agro_under
  caption = "agro_under"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 154

[level155]
  name    = l23_soznanie_ai
  caption = "l23_soznanie_ai"
  offset  = 10000.0,     1000.0,    10000.0
  id  = 155
  
[level156]
 name   = doc_test
 caption = "doc_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 156

[level157]
 name   = plecha_selo
 caption = "plecha_selo"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 157
 
[level158]
 name   = l04_darkvalley_ct
 caption = "l04_darkvalley_ct"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 158

[level159]
 name   = ai_test_new
 caption = "ai_test_new" 
 offset  = 10000.0,     1000.0,    10000.0
 id   = 159

[level160]
 name   = stason_test
 caption = "stason_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 160

[level161]
 name   = bar_arena
 caption = "bar_arena"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 161

[level162]
 name   = koan_test
 caption = "koan_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 162

[level163]
 name   = L07_Military_test
 caption = "L07_Military_test"
 offset  = 10000.0,     1000.0,    10000.0
 id   = 163

[level164]
 name    = haron_selo_towers
 caption = "haron_selo_towers"
 offset  = 10000.0,     1000.0,    10000.0
 id      = 164

[level165]
 name   = l17_radar_underground_r
 caption = "l17_radar_underground_r"
 offset  = 10000.0,     1000.0,    10000.0
 weathers = sarkofag
  id  = 165

[level166]
 name   = l06_rostok_demo
 caption = "l06_rostok"
 offset  = 10000.0,     1000.0,    11000.0
 id  = 166

[level167]
 name   = L05_Bar_HW
 caption = "L05_Bar_HW"
 offset  = 3000.0,  1000.0, 2000.0
 id   = 167
 
[level168]
 name   = L03_Agroprom_HW
 caption = "L03_Agroprom_HW"
 offset  = 2000.0,  1000.0, 1000.0
 id   = 168

[level169]
 name   = l03u_agr_underground_HW
 caption = "l03u_agr_underground_HW"
 offset  = 2000.0,  800.0,  1000.0
 id   = 169

dialogues_old.xml#

A dialogue scripting test. What's interesting is that there is actual untranslated dialogue, which none of the other dialogue scripts have!

<?xml version="1.0" encoding="WINDOWS-1251"?>
-<game_dialogs>-<dialog id="trader_job">-<phrase_list>-<phrase id="0"><text>Артефакты?</text><next>1</next></phrase>-<phrase id="1"><text>ДА, блин, артефакты!!!!.</text><script_text>trader_job.artefacts_task_text</script_text></phrase></phrase_list></dialog>-<dialog id="dolg_talk_about">-<phrase_list>-<phrase id="0"><text>Чего ты хочешь?</text><next>1</next></phrase>-<phrase id="1"><text>Дай мне в морду!</text><next>2</next></phrase>-<phrase id="2"><text>Палучи!</text><action>dialogs.kickass</action></phrase></phrase_list></dialog>-<dialog id="barman_bar">-<phrase_list>-<phrase id="0"><text>Да...</text><give_info>rostok_heli_start</give_info><next>1</next></phrase>-<phrase id="1"><text>Дело есть...</text><next>2</next></phrase>-<phrase id="2"><text>Ну пошли.</text><next>3</next></phrase>-<phrase id="3"><text>Пошли.</text><next>4</next></phrase>-<phrase id="4"><action>barman.to_small_room</action><action>dialogs.break_dialog</action></phrase></phrase_list></dialog>-<dialog id="barman_room">-<phrase_list>-<phrase id="0"><text>Ну, чего тебе?</text><next>1</next><next>2</next></phrase>-<phrase id="1"><text>Мне ничего не нужно</text><next>6</next></phrase>-<phrase id="2"><text>Я насчёт Бобика...</text><next>3</next></phrase>-<phrase id="3"><text>Эх... Бобик... Моя первая любовь...</text><next>4</next></phrase>-<phrase id="4"><text>Расскажи подробнее</text><next>5</next></phrase>-<phrase id="5"><action>barman.about_bobik</action><action>dialogs.break_dialog</action></phrase>-<phrase id="6"><action>barman.from_small_room</action><action>dialogs.break_dialog</action></phrase></phrase_list></dialog>-<dialog id="dolg_leader">-<phrase_list>-<phrase id="0"><text>Я тут самый главный</text><next>1</next></phrase>-<phrase id="1"><text>Молодец!</text><next>2</next></phrase>-<phrase id="2"><text>Угу</text></phrase></phrase_list></dialog>
<!-- FINAL DIALOGS -->
-<dialog id="hello_dialog">-<phrase_list>-<phrase id="0"><text>Привет</text></phrase></phrase_list></dialog>-<dialog id="actor_break_dialog" priority="-1">-<phrase_list>-<phrase id="0"><text>До встречи.</text><action>dialogs.break_dialog</action></phrase></phrase_list></dialog>-<dialog id="general_pda_talk" pda="1"><precondition>dialogs.is_bad_relation</precondition>-<phrase_list>-<phrase id="0"><text>Привет. Есть свободная минутка?</text><next>1</next><next>11</next></phrase>-<phrase id="1"><text>Да. Чем могу помочь?</text><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="11"><text>Занят. Не мешай.</text></phrase>-<phrase id="10"><text>Я отключаюсь. Пока.</text></phrase>-<phrase id="2"><text>Есть дело, давай встретимся?</text><next>21</next><next>22</next></phrase>-<phrase id="21"><precondition>dialogs.want_trade</precondition><text>Согласен. Жду тебя здесь. Координаты у тебя на PDA.</text><action>dialogs.trade_init</action><next>10</next></phrase>-<phrase id="22"><precondition>dialogs.dont_want_trade</precondition><text>Нет. Не сегодня.</text><next>10</next></phrase>-<phrase id="3"><text>Помоги мне!</text><next>31</next><next>32</next></phrase>-<phrase id="31"><text>Уже иду.</text><action>dialogs.helper_init</action><next>10</next></phrase>-<phrase id="32"><text>Не могу. Своих дел выше крыши.</text><next>10</next></phrase></phrase_list></dialog>-<dialog id="stalker_helper">-<phrase_list>-<phrase id="0"><text>Что случилось?</text><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="1"><precondition>dialogs.is_medikit_present</precondition><text>Брат, поделись аптечкой, помираю!</text><next>11</next><next>12</next><next>13</next><next>14</next></phrase>-<phrase id="11"><precondition>dialogs.is_good_relation</precondition><text>Возьми, потом отблагодаришь.</text><action>dialogs.drop_medikit</action><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="12"><precondition>dialogs.is_health_good</precondition><text>Слушай, по-моему у тебя все в порядке со здоровьем.</text><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="13"><precondition>dialogs.is_medikit_no_present</precondition><text>Нет у меня аптечки, извини.</text><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="14"><precondition>dialogs.is_bad_relation</precondition><text>Только за деньги. 300 монет - и аптечка твоя.</text><next>141</next><next>142</next></phrase>-<phrase id="141"><text>Держи деньги, барыга. Давай аптечку.</text><next>1411</next></phrase>-<phrase id="1411"><text>По рукам.</text><action>dialogs.sell_medikit</action><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="142"><text>Нет у меня таких денег.</text><next>1412</next></phrase>-<phrase id="1412"><text>Ну, я тебе не "Красный крест".</text><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="2"><text>Нужно оружие, выручи, а?</text><next>21</next><next>22</next></phrase>-<phrase id="21"><precondition>dialogs.have_extra_weapon</precondition><text>Без проблем, выбирай. Отдам по себестоимости.</text><action>dialogs.trade_help</action><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="22"><precondition>dialogs.no_have_extra_weapon</precondition><text>Извини, ничего нет.</text><next>1</next><next>3</next><next>10</next></phrase>-<phrase id="3"><text>Нужна огневая поддержка. Поможешь?</text><next>31</next><next>32</next></phrase>-<phrase id="31"><precondition>dialogs.is_good_relation</precondition><text>Ну пойдем, посмотрим кого ты там испугался.</text><action>dialogs.activate_helper_follow</action><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="32"><precondition>dialogs.is_bad_relation</precondition><text>Не, давай как-нибудь сам, без меня.</text><next>1</next><next>2</next><next>3</next><next>10</next></phrase>-<phrase id="10"><text>Уже все, спасибо.</text><action>dialogs.disable_helper_2</action><next>101</next></phrase>-<phrase id="101"><text>Ну как знаешь.</text><action>dialogs.disable_helper</action></phrase></phrase_list></dialog>-<dialog id="stalker_wounded_friend">-<phrase_list>-<phrase id="0"><text>Брат, поделись аптечкой, помираю!</text><next>1</next><next>2</next><next>3</next></phrase>-<phrase id="1"><precondition>dialogs.medikit_yes</precondition><text>Возьми, потом сочтемся</text><next>11</next></phrase>-<phrase id="11"><text>Спасибо, браток.</text><action>dialogs.transfer_medikit</action><action>dialogs.disable_wounded</action></phrase>-<phrase id="2"><precondition>dialogs.medikit_yes</precondition><text>Могу только продать.</text><next>21</next><next>22</next></phrase>-<phrase id="21"><precondition>dialogs.have_money</precondition><text>Давай, на том свете мне деньги не понадобятся.</text><action>dialogs.wounded_trade</action><action>dialogs.sell_medikit</action></phrase>-<phrase id="22"><precondition>dialogs.not_have_money</precondition><text>Нет, у меня денег.</text></phrase>-<phrase id="3"><precondition>dialogs.medikit_no</precondition><text>Увы, нет у меня аптечки.</text></phrase></phrase_list></dialog></game_dialogs>

dream.ltx#

It seems that your character would dream aat one point. There were three dream types, and each area had its own set of odds for when a dream would pop up. This was probably removed after the ability to sleep was cut.

;--------------------------------------------------------------------------------
;--- Dreams ---------------------------------------------------------------------
;--------------------------------------------------------------------------------
[dreams]
regular_probability = 50
scenario            = scenario1, scenario2, scenario3
regular             = regular_dream1, regular_dream2, regular_dream3
dream_types         = nightmare, normal, happy

;--------------------------------------------------------------------------------
;--- Regular dreams -------------------------------------------------------------
;--------------------------------------------------------------------------------
[regular_dream1]
dream       = sleep\aes_sky_red
probability = 10
type        = nightmare

[regular_dream2]
dream       = sleep\esc_sky_01
probability = 5
type        = normal

[regular_dream3]
dream       = sleep\Movie-003_Rats_OutPut-010
probability = 8
type        = happy

;--------------------------------------------------------------------------------
;--- Scenario dreams ---------------------------------------------------------------
;--------------------------------------------------------------------------------
[scenario1]
dream       = sleep\Movie-003_Rats_OutPut-010
;to_regular  = 3,normal
cond        = {+agr_military_documents_done}

[scenario2]
dream       = sleep\Movie-003_Rats_OutPut-010
;to_regular  = 3,normal
cond        = {+agr_military_documents_done}

[scenario3]
dream       = sleep\Movie-003_Rats_OutPut-010
;to_regular  = 3,normal
cond        = {+agr_military_documents_done}

;--------------------------------------------------------------------------------
;--- Level specific -------------------------------------------------------------
;--------------------------------------------------------------------------------
[L01_Escape]
probability = 5
types = happy,normal

[L02_Garbage]
probability = 5

[L03_Agroprom]
probability = 10

[l03u_agr_underground]
probability = 30

[L05_Bar]
probability = 15

[l04_darkvalley]
probability = 50

[l04u_LabX18]
probability = 70

[k01_darkscape]
probability = 20

[L06_rostok]
probability = 20

[l08_yantar]
probability = 70

[l08u_brainlab]
probability = 80

[L09_Deadcity]
probability = 40

[L13_DeadMil]
probability = 30

[L07_Military]
probability = 35

[l10u_bunker]
probability = 30

[l10_radar]
probability = 75

[L17_Radar_Underground]
probability = 85

[L11_Pripyat]
probability = 80

[L12_Stancia]
probability = 85

[L12U_Sarcofag]
probability = 90

[l12u_control_monolith]
probability = 95

[L12_Stancia_2]
probability = 100

[l23_final_battle]
probability = 100

test (gameplay folder)#

This seems to be a test of the dialogue system.

<?xml version="1.0" encoding="windows-1251" standalone="yes" ?>
<game_dialogs>
    <dialog id="vodka">
        <phrase_list>
            <phrase id="0">
                <text>vodka_0</text>
                <next>100</next>
            </phrase>
            <phrase id="100">
                <text>vodka_100</text>
            </phrase>
        </phrase_list>
    </dialog>
    <dialog id="test1">
        <phrase_list>
            <phrase id="0">
                <text>test1_0</text>
                <next>101</next>
                <next>102</next>
                <next>103</next>
            </phrase>
            <phrase id="101">
                <text>test1_101</text>
                <next>200</next>
            </phrase>
            <phrase id="102">
                <text>test1_102</text>
                <next>200</next>
            </phrase>
            <phrase id="103">
                <text>test1_103</text>
                <next>200</next>
            </phrase>
            <phrase id="200">
                <text>test1_200</text>
            </phrase>
        </phrase_list>
    </dialog>
    <dialog id="test_dialog">
        <phrase_list>
            <phrase id="103">
                <text>test_dialog_103</text>
                <action>dialogs.break_dialog</action>
            </phrase>
            <phrase id="101">
                <text>test_dialog_101</text>
            </phrase>
            <phrase id="302">
                <text>test_dialog_302</text>
            </phrase>
            <phrase id="301">
                <text>test_dialog_301</text>
                <next>201</next>
            </phrase>
            <phrase id="102">
                <text>test_dialog_102</text>
                <next>201</next>
            </phrase>
            <phrase id="0">
                <text>test_dialog_0</text>
                <next>100</next>
                <next>102</next>
                <next>103</next>
                <next>101</next>
            </phrase>
            <phrase id="100">
                <text>test_dialog_100</text>
                <next>200</next>
            </phrase>
            <phrase id="200">
                <text>test_dialog_200</text>
            </phrase>
            <phrase id="201">
                <text>test_dialog_201</text>
                <give_info>test_info</give_info>
                <next>301</next>
                <next>302</next>
            </phrase>
        </phrase_list>
    </dialog>
    <dialog id="proba">
        <phrase_list>
            <phrase id="0">
                <next>100</next>
            </phrase>
            <phrase id="100">
                <text></text>
                <next>202</next>
            </phrase>
            <phrase id="202">
                <text></text>
                <next>301</next>
            </phrase>
            <phrase id="301">
                <text></text>
                <next>401</next>
            </phrase>
            <phrase id="401">
                <text></text>
            </phrase>
        </phrase_list>
    </dialog>
</game_dialogs>

test_boar#

A test of a creature walking around. Based on the game, its probably a boar.

[logic]
active = mob_walker

[mob_walker]
path_walk = walk_k_1
braindead = true

test_hit_in_actor_dir1#

A Mercenary, probably sitting around, walking around and looking.

[logic]
active = camper1

[camper1]
radius = 0
path_walk = val_bs_killer1_walk
path_look = val_bs_killer1_look

test_hit_in_actor_dir2#

Probably a complement to test_hit_in_actor_dir1. This one features another Mercenary, but he has some code regarding his death.

[logic]
active = camper1
on_death = death

[camper1]
radius = 0
path_walk = val_bs_killer2_walk
path_look = val_bs_killer2_look

[death]
on_info = %=test_hit_in_actor_dir%

test_jumper#

This looks like a pathing test.

[logic]
active = mob_jump@test

[mob_jump@test]
;path_look = way
;path_home = way_home
on_signal = jump_end | nil

test1#

Another pathing test.

[logic]
active = mob_camp@test

[mob_camp@test]
path_look           = way_look
path_home           = way_home
time_change_point   = 30000