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JALL-UGE.ZIP
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READHELP.TXT
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1997-06-14
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Game Editor Module for Jagged Alliance by Sir-Tech
Created by Esteban Gomez-Riviere, using the Universal Game Editor by Jack Hartman
This is basically a module for anyone who wants to edit their saved games for any reason.
It may be just to get an item you can't find or to get the best possible weapons and statistics.
Whatever your reason it can be done with my module. This is the first module I've made and
therefore have no previous accomplishments. I'm only doing this for fun but hopefully I'll make
more modules in the future.
To use the module just put the JAG-ALI.MDL and JAG-ALI.LST in the same directory as your
UGE. Start up UGE and create a menu. Select a saved game file in your games directory, these
are the files with the extension ".SAV".
First of all you'll notice that there are lines like "11111111111111" and "2222222222222"
these are just headings for your convenience. YOU SHOULD NOT CHANGE ANY VALUES IN THESE.
For your convenience I have put a number at the end of evey line. These represent which
character the values are for. Therefore the line "FACE 2" means the item in that
position for your second character. To know which character is which I have made a field for
the Merc's name. I'm sorry this field is in the middle of the character's data but that's were
it is in the file and I don't know how to change it.
Now the editing features. Each character starts with the "##############" line where #
is that character's position from 1-8. Do not edit this field. The following fields from
"MAIN HAND" to "PERCENT5 SLOT5" are for editing your items. I will now quickly run down what
each field is. The "MAIN HAND" is for the item in your main hand. The list of items is posted
at the end of this file. The "Second Hand", "Head", "Face", "Ears", "Chest", "Backpack" and
"slot#" fields are also for items and the numbers reffer to the list at the end of the file.
The fields starting with AMOUNT all represent the amount you have of an Item. For guns it will
show you the amount of ammo left. Don't put a number larger than the amount of shots your gun
can hold. For items of which you can have more than one in the same place there will be a
number from one to five. A great example of this is ammo. Items which can be grouped have a
"G" beside them in the list. All other items can not be grouped, these items will have a
"99" in the amount slot. You may notice that only the Hand and Slot# fields have an AMOUNT
field, this is because you can't have more than one item in the other positions.(what would
be the point of having two radios on your ears?). The last type of field for editing items is
the PERCENT field. This is a complicated field but it is very important. For items without an
AMOUNT field it is simple since there is only one item. You put in a number between 1-100 and
that is the percentage for your item. (If you don't know what the percentage represents, Read
the Manual). Don't put "0" as your value or the item will be useless. NOW the complicated
part. For items with an AMOUNT field it is a bit trickier. If the item you selected is either
a gun or an item of which there is only one, put the percentage in the "PERCENT1 ****#" field.
In the other percentage fields for that item put a "0". If you selected an item which can be
grouped then you must edit the percentage fields for that item accordingly. Example: Say you
have .38 ammo in the item field. You wanted 3 rounds so you put 3 in the AMOUNT field.
YOU MUST PUT SEPARATE PERCENTAGES FOR EACH ROUND OF AMMO. REMEMBER, THEY ARE 3 SEPARATE
ITEMS GROUPED TOGETHER. You must therefore put a percentage in the percentage fields 1, 2,
and 3. Since you only have three rounds put a "0" in the percentage fields 4, and 5.
You do the same for any amount of items.
The fields after the items represent character values. The FULL SALARY is the base
salary the merc must be paid. The current salary is either the same or half the salary of
the merc (this depends on what he is doing). The NAME field is for the name. There are two
health fields the first one is the current health, the second one is the maximum health the
merc can have. This can't be higher than 100. After health come the skills from AGILITY to
MARKSMANSHIP. These can be set up to 100. The last field is the characters skill level.
There are also two fields at the very end of the module. The CURRENT BALANCE is the amount
of money you have at your disposal. The NATIVE SALARY is how much you pay for guards and
tappers.
INVENTORY LIST
___________________________________________________________________________________
1-S&W .38 2-Colt .45 3-Beretta 9mm 4-.357 Magnum 5.Modified .45
6-Modified 9mm 7-Modified .357 8-12G Shotgun 9-12G Rifle 10-M14 Rifle
11-M16 Rifle 12-Mod. 12G Rifle 13-Modified M14 14-Modified M16 15-Knife
16-Combat Knife 17-Mine 18-Enemy Mine(bug) 19-Flagged Mine(bug) 20-Smoke Bomb(G)
21-Eagle Smokeball 22-Tear Gas(G) 23-Eagle Screamer 24-Stun Grenade(G) 25-Eagle Silencer
26-Mustard Gas(G) 27-Eagle Dog 28-Grenade(G) 29-Moltov Cocktail 30-Eagle Fearball
31-Live Explosives 32-Live Plastic 33-Platic Explosives 34-Explosives 35-Helmet
36-Trt. Helmet 37-Kelvar Helmet 38-Trt. Kelvar Helmet 39-Sun Goggles(G) 40-Gas Mask
41-Unused Face(Bug?) 42-Radio 43-Extended Ear 44-Unused Radio(bug?) 45-Kevlar Vest
46-Trt. Kelvar Vest 47-Spectra Shield 48-Trt. Spectra Shield 49-Ultra Shield Vest 50-2 Pocket Vest
51-3 Pocket Vest 52-4 Pocket Vest 53-5 Pocket Vest 54-.38 Ammo(G) 55-.45 Ammo(G)
56-9mm Ammo(G) 57-.357 Ammo(G) 58-Rev? Ammo(??) 59-.12G Ammo(G) 60-M14 Ammo(G)
61-M16 Ammo(G) 62-Rifle? Ammo(??) 63-Unused Ammo(??) 64-Detonator(G) 65-Canteen(G)
66-Sniper Scope(G) 67-Steel(G) 68-Locator Strobe 69-Wall Probe 70-Camera
71-Camouflage Kit(G) 72-Compound 17(G) 73-First Aid Kit(G) 74-Medical Kit(G) 75-Tool Kit
76-Locksmith's Kit 77-Metal Detector 78-Gas Detector 79-6-Pack Of Beer 80-Mine Markers(G)
81-Pommillia Flowers 82-Plastic Bag(G) 83-Gas Can 84-Glass Jar(G) 85-Rag(G)
86-Oil Can 87-Key(G) 88-Padlock Key(G) 89-Document 90-Translated Doc.
91-Silencer(G) 92-Bra 93-Rock(G) 94-Antidote 95-Sapling
96-Document 97-Document 98-Document 99-Document 100-Document
101-Document 102-Document 103-Document 104-Document 105-Document
106-Document 107-Document 108-Document 109-Document(??) 110-Journal
111- 112-Unused Spot 113-Unused Spot 114-Unused Spot 115-Piece of Paper
116-Piece of Paper 117-Fish Remains 118-Crowbar 119-Tombstone 120-Clock\Bug Detector
121-Micropurifier 122-Blouse 123-Destroyed Sapling 124-Destroyed Journal 125-Glass Jar (oil)
126-Glass Jar (gas) 127-Glass Jar w/cloth 128-Jar (gas&oil) 129-Jar w/cloth (gas) 130-Jar w/cloth (oil)
131-Gas Can (g&o) 132-Gas Can w/cloth(gas) 133-Can w/cloth(g&o) 134-Lab Coat 135-3 Pieces of paper
136-Piece of Paper
Those are all the items to my knowledge. All of the documents are different. Items
with (G) mean they can be grouped. Items with (bug) mean that the discription says it is
shouldn't exist. Items with (bug?) or (??) mean that I don't know why the heck they are there.
I hope this has been of use to you. Since it took me a while to make this I hope it is
worthwhile to some people. If you have any questions or comments please E-mail me at
ao025@freenet.carleton.ca
Hope you enjoy the module and the game
Esteban Gomez-Riviere
P.S.: Feel free to give this to anyone but you may only give the three files TOOGETHER, and you
may not charge anyone for it. Thank you.