Fio:FileFormat

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TeamX is going ahead of whole world! Wasteland Ghost a few time ago has updated the documentation of PRO format. But TeamX is very silent organisation and the big problem is translation to english. - quote from nma

A link will be there for each type of file if it's referenced from TeamX's/NMA's site. Else it's figured out here in Fio.

File Format

Contents

AI.txt

master.dat\\data\\AI.txt [1]

Here the format of a file master.dat \\\\ data \\ai.txt, behaviour setting parameters for all types 

NPC in fighting situations is described. Easier speaking, here it is set iskustvennyj 

intelligence (AI) NPC in fight.

1. A format of a file

The file consists of descriptions of "fighting" parameters for PC and all classes NPC existing 

in game. Descriptions are separated from each other by empty line. Each description consists of 

the name of a class (is unique) also characteristics. Below the list of characteristics under 

their alphabetic name is resulted. The designation string means, that on this place there should 

be a line, N - numerical value, mixed - either a line, or value.

[A name of the Class]

    This parameter should be specified to the first. For example, [Enclave Patrol], [Fighting 

Mantis] or [Arroyo Villager]. The class of the player refers to Player AI. At the description of 

"The" NPC, i.e. members of the command in game (party NPC), for each of them following classes 

should be specified:

    [PARTY NAME AGGRESSIVE]
    [PARTY NAME BERSERK]
    [PARTY NAME COWARD]
    [PARTY NAME CUSTOM]
    [PARTY NAME DEFENSIVE]

    Here NAME is a name of a member of a command, for example: DOC, LENNY, GORIS, etc. 

aggression=N

    Probability of aggressive behaviour NPC in a corresponding situation in fight. It is 

measured in percentage. Admissible values: 0 - 100.

area_attack_mode=string

    Mode of shooting by turns. Existing values:

    no_pref
    always
    sometimes
    be_sure
    be_careful
    be_absolutely_sure

attack_end=N
attack_start=N

    Fighting shouts at attack. In the beginning of attack, casual image the number between two 

specified values gets out. Then from a file master.dat \\\\ text \\english \\game \\combatai.msg the 

message with corresponding number gets out and shows. The order of numbering of messages 

precisely is not certain, there are general rules (see the description for a file combatai.msg).

attack_who=string

    Both it is heard, and it is written. The instruction on the one whom NPC should attack first 

of all. Existing values:

    whomever_attacking_me
    strongest
    weakest
    whomever
    closest

best_weapon=string

    Type of preference of the weapon at attack. This parameter exists not at all NPC. Available 

values:

    no_pref
    never (Deathclaw)
    random
    unarmed
    ranged_over_melee
    melee_over_ranged
    unarmed_over_thrown (Spore Plant)

    By the way, the return value thrown_over_unarmed for some reason at anybody is not specified 

to the last, and is not clear, whether there is such preference in general;)))

body_type=string

    Defines the block of casual messages which kritter cries out in reply to hits in it. Blocks 

of messages are in AIBDYMSG.TXT. Existing values (the dark blue inclined font specifies examples 

from game):

    None
    Primitive
    Wimpy Person (Whimpy, Coward...)
    Punk (SF)
    Berserk Person (Kamakazi...)
    Tough Person (Bounty Hunter, Caravan Driver...)
    Boxer
    Normal Person
    Robot
    Junkie (Crazy Addict)
    Elron (Habologisty)
    Ghoul
    Kaga
    Raider (Khan)
    Raider (Non-Khan)
    Gangster      (Mobsters)
    Shi
    Super Mutant (Master Army)
    Goris
    Miron
    Marcus
    Lenny
    Cassidy
    Robo Brain (Hum/Cyb)
    Sulik

called_freq=N

    Sets probability of event which is calculated as 1/N. I.e. event will occur 1 time from N. 

To zero it can not be equaled. The sense of parameter is unknown. 

chance=N

    Probability of occurrence of any message. It is measured in percentage. Admissible values: 0 

- 100.

cchem_primary_desire=N

    Preferences at the use of drugs. PIDy subjects, or-1 if there is no preference. If it is 

necessary to specify some kinds of drugs they are listed through a comma. (napr. 284,81,103)

chem_use=string

    Use NPC of narcotics in fight. Existing values:

    clean
    sometimes
    stims_when_hurt_little
    stims_when_hurt_lots
    anytime
    always

color=N

    The value used for fonts of fighting messages. For all classes value remains constant - 58. 


disposition=mixed

    Defines behaviour NPC during fight. Existing values:

    -1
    none
    coward
    defensive
    aggressive
    berserk

distance=string

    Distance between NPC and its opponent, tactics of conducting fight. Existing values:

    random (it is specified only for Mobsters and Tough Khan)
    charge
    on_your_own
    stay
    stay_close
    snipe

font=N

    The value used for fonts of fighting messages. Existing value in the US-version of game - 

101. In other versions there are also values 102, 103, 104.

general_type=string

    Defines the block of casual messages which kritter periodically cries out during fight (

attacks, deviations, a miss). Blocks of messages are in AIGENMSG.TXT. Existing values:

	Badger
	Berserk Person
	Bounty Hunter
	Boxer
	Cassidy
	Chip
	Crazed Robot
	Cyberdog
	Dragon (The)
	Elron Guards
	Gangster
	Ghoul
	Goris
	Guard (Normal)
	Guard (Tough)
	Junkie
	Kaga (1)
	Lenny
	Lo Pan
	Marcus
	Myron
	None
	Normal Person
	OZ-7
	OZ-9
	Primitive
	Raider
	Raider Captain
	Raider Mercs
	Rat God
	Robot
	Ryan
	Shi Guards
	Sulik
	Super Mutant (Master Army)
	The Brain
	Tough Person
	Wimpy Person 

hit_eyes_end=N
hit_eyes_start=N

hit_groin_end=N
hit_groin_start=N

hit_head_end=N
hit_head_start=N

hit_left_arm_end=N
hit_left_arm_start=N

hit_left_leg_end=N
hit_left_leg_start=N

hit_right_arm_end=N
hit_right_arm_start=N

hit_right_leg_end=N
hit_right_leg_start=N

hit_torso_end=N
hit_torso_start=N 

Shouts NPC at wound in eyes, a groin, a head, the left hand, the left leg, the right hand, the 

right leg and a trunk accordingly. In more detail - see the description of a variable 

attack_end.

hurt_too_much=string

    The name of a variable speaks for itself. If this variable is present, it specifies a 

condition at which execution NPC starts to escape. Conditions perechisljutsja through a comma.

    crippled
    blind
    crippled_arms

max_dist=N

    The maximal distance from the purpose at which NPS remains in a fighting mode. It is 

measured in geksah.


min_hp=N

    The minimal value of lives at which NPS starts to escape.

min_to_hit=N

    to_hit Is a parameter of game system. The extra charge to_hit = 10 means, that to a maximum 

level of damages is added 10. I.e. if at the weapon of damage 1-3 after such extra charge will 

be 1-13. How it operates here - it is not known. 

miss_end=N
miss_start=N

    Shouts NPC at a miss. In more detail - see the description of a variable attack_end.

outline_color=N

    The value used for fonts of fighting messages. For all classes NPC it is equal 55.

packet_num=N

    Number AI - a package. Never change it! If in a new package of intelligence you will specify 

packet_num, which already exists, by pressing button AI in mappere (in properties krittera), 

mapper takes off for Windows. At creation of new packages of intelligence, watch that value 

packet_num was consecutive. In total in AI.txt there are 187 values packet_num. From 0 up to 186 

vkljuchitel

run_away_mode=string

    Conditions of runaway NPC from a battlefield. Existing values:
	none
	coward
	finger_hurts
	bleeding
	not_feeling_good
	tourniquet
	never

run_end=N
run_start=N

    Shouts NPC at runaway from a battlefield. In more detail - see the description of a variable 

attack_end.

secondary_freq=N

    Similarly called_freq. Sets probability of event which is calculated as 1/N. I.e. event will 

occur 1 time from N. To zero it can not be equaled. The sense of parameter is unknown.

2. Authors

The author of the initial version - Serge, the leader unDAT division.
It is added binyan.

Last updating: 26.06.2006 
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