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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