S.T.A.L.K.E.R.: Shadow of Chernobyl/Unused Scripts
This is a sub-page of S.T.A.L.K.E.R.: Shadow of Chernobyl.
Contents
alife.atx
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 compliment 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