Detective Arno Dick's Weapon Mod

	By: Detective Arno Dick

	Requirements: JA2 Gold version 1.12. I'm not sure what would happen if you played with another version of JA2.

	NOTE: This mod is NO LONGER designed to be played without tons of guns mode on. You may play with either tons of guns
	on or off and it shouldn't make any difference. I'd recommend playng with it on, but it shouldn't be a problem.
	With tons of guns on or off the rocket rifles are removed from the game.
	You can still play with tons of guns off, but you won't actually have any less or different
	guns with it off. Without tons of guns on every weapon except the rocket rifle and auto rocket rifle are available,
	and same with tons of guns on.

	Instructions: 
		1) Install JA2 Gold if you haven't already. Install version 1.12.
		2) Unzip the files into your Jagged Alliance 2 Gold directory. Remember, if you have any other
		mods installed this will almost definitely over-write them and cause some weird problems. So, uninstall
		any mods you currently have on before unzipping this mod.
		3) Run ArnosMod.exe and have a good time. I would recommend starting a whole new game since odd things may 
		happen if you begin from an old save.

	Files modified or created: JA2.exe, all files in the bigitems folder, all files in the interface folder, 
		braydesc.edt, itemdesc.edt, ja2pal.dat, ja2bin.dat, prof.dat, everything in the sounds folder, and 
		everything in the maps folder.

	Description: This mod is a weapons mod I created for JA2 Gold. It changes many of the stats and descriptions for the
		weapons, adds new .sti pictures, changes many of the weapon sounds, and has modified maps with some of
		the new weapons included. It also has one new map with a quest-esque sort of thing to find a weapon. Go to 
		chizena and san mona and look around for some letters.

		I created all the .STIs except the micro uzi, which I stole from UB.
		It turned out to be mainly a CQB mod with many one handed and high ROF weapons
		added. The most notable changes are that I significantly lowered the AP cost of handguns, created new 
		ammo types such as .44 magnum, .410, 10 gauge and .338 magnum with new guns as well, lowered draw cost
		of all handguns to 0 and shotguns to 1, increased draw cost of most assault rifles to 3 and battle rifles 
		and machine guns to 4 and sniper rifles to 5. I think it results in a game in which assault rifles, battle 
		rifles, machine guns and sniper rifles are clearly better for long range combat since the draw cost for such 
		weapons means you need to sit still in order to get a good shot off, whereas handguns, SMGs and shotguns
		are great for indoors and close quarters battles due to their low draw and AP cost. For a full description
		the weapons changes look at weapons.html, but beware, there is some spoilers about the new weapons.

	Known issues: Before I start, I know that the 7.62 NATO WA2000 actually holds 6 rounds and so on. Such things have 
		to be ignored when dealing with
		restrictive rules of the JA2 weapons modding. It simply isn't possible to have everything perfect because
		there are only so many ammo types and slots available. Also, I realize that a .410 shotgun round
		wouldn't fire so much buckshot, but that can't be edited.

		One weapon, the .44 derringer, doesn't have a specific ammo item for it. It uses the six round clip of .44
		magnum, but can't be unloaded because of the crazy problems it causes. So, loading derringer good, unloading
		bad. This shouldn't be too much of a problem though, since it only holds two round anyways.

	Thanks: Chris Camfield, Ian Currie and everyone at Sir-Tech. The makers of Diedranna Lives, and everyone at the 
		Bear's Pit and Lords of the Bytes forums. 
		
		Snap for the guncharts, unslf and itemfix programs. Without these progs this mod would have been VERY 
		difficult to make.

		Shadow 21 for pointing me to the LOTB forum topic about militia weapon progress, and Snap and Terapevt for
		actually showing how it worked.

		Shrike, for showing me a great firearms suppression site for my silenced sniper rifle, Maverick for, giving
		me some weapon requests, and Starlord and Head_Hunter for giving me my first ever bug reports :) hopefully
		there will be many bug reports to come :P

		Eisenhower, for providing a great downloading service. Wthout you no one could play my mod :)

		Toxic for providing the proedit utility and the Lords of the Bytes forum of course. Trailblazer for answering 
		a few questions for me. Finally, Bimbo for Sti-edit, and w4st for Wedit. Without these progs this mod 
		would have been impossible.

	For bug reports or questions please e-mail me at arnodick@yahoo.ca


	Version 2.0 update: (Hehe, Ver 2.0. Never thought I'd say that)
		-Fixed bad item placement in san mona bar and new sector maps. Items SHOULD be retrievalbe now.
		-Fixed wonky merc prices. Proedit used files incompatible with 1.12. Updated files.
		-Hex edited the .exe so that the enemys weapon progress now fits the weapons. No longer need to play without
		 tons o guns mode on.
		-Changed the G3A3 into the Tikka suppressable rifle, the colt .45 into the SOCOM, and the M870 into the
		 Mossberg 500. Also created new sti files for these weapons.
		-Fixed some weapon AP costs so that rod and spring would make a noticable difference.
		-Changed 40mm smoke into 40mm mustard gas. The gas itself is still grey, but it does damage just like 
		 mustard gas. New graphic for 40mm mustard as well. 
		 Hope you guys can deal with only having smoke hand grenades :)
		-Replaced creature cocktail with Molotov Cocktail. Molotov cocktails can be made by taking either one of
		 the shirts and adding them to the alcohol bottle. This requires the explosive skill. And no they don't 
		 make flames, just explosions :( New graphics for molotov as well.
		-Changed a ricochet sound, just for the hel of it.
		-Modified Kevlar leather to be lighter and as good as gaurdian vest. Spectra is still better though.

	Version 2.9 :)	
		-Changed progress of katana. Hopefully will stop it from showing up in enemies hands.
		-Changed 10 ga he to heap
		-Changed a bazillion weapons
		-Changed ump description. thanks to Eddy Cullen
		-fixed weird items in h13, j9_b1, j9_b1_a, k4_b1 (not complete)
		-fixed some npcs, rpcs equipment
		-changed a few weapon ranges. increased g11, mossberg, etc.
		-added NPC from UB :) unfortunately, his mouth doesnt move 
		-intense and massive rehaul of ammo organization and graphics. No more 5.45, or hp 5.56 or 7.62. Humongous thanks to Kaerar!
		-New graphic for 7.62 belt, 2 round .44 ammo, 5.56 beta mag
		-mucked with ammo progress
		-Med kit can take first aid kit, regen boost, energy boost and canteen as addons now.
		-new burst sound for g11
		-tnt, hmx throwable. Need to combine them with a detonator first.
		-tool kit can take metal detector, locksmith kit and wire cutters as addons.
		-all light machine guns now have fast burst. Huge thanks to terapevt, Neyros, for actually making the patch, and Dvornik for helping me so much he might as well have done it himself :)
		-draw cost patch (dvornik again, that guy might as well be co-creator of this mod :)
		-added mss32.dll in zip, should allow ja2 non-gold players to play this mod.

	issues
		-integral nade launchers
		-silenced burst
		-grenade throw range (Get dvorniks other patch, it fixes it :)
		-Crowbar animation
		-map giving "something here" notification
		-New NPC quest screwed

	To Do
		-more electronics based stuff (making detonators)
		-give special npcs good weapons
		-change vendors items
		-put new items in maps
		-update readme file
		