Home » SIRTECH CLASSICS » Jagged Alliance & Deadly Games » JA1 stuff (Jahh's guides on how everything JA1 works)
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Re: JA1 stuff[message #356575 is a reply to message #355493]
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Stuff about doors and some mechanics involving them in JA1. Below is a descriptions of methods to affect a doors, followed by a full (unless i missed something) list of locked (requiring something beside a touch to be opened; or initially set in opened state) doors and keys in game.
Doors in JA1 can have a state - opened or closed; a lock value set to them, value above zero require some additional means to be applied to door, instead of simple interference (touching) with it; a type - regular or padlock, modifying the opening process; and a material - wooden or metal, modifying an explosive effect on it.
From possible interactions with doors for player usually is most important ones, that leads to change a door state to open, or to destroying of door. Possible ways to achieve it are:
1. Simple opening a door (without any item, using a Hand cursor on it): change a closed state to opened, work only on a doors with lock value 0. Door's material is not matter, but not locked padlock doors is not possible in game.
2. Using a key: change a closed state to opened, key's type (regular or padlock) should match a door's type, and key's condition should exactly match (unlike further methods, where doors with value below will be affected too) door's value. Could be achieved by directly using a Key on door, or by using a Hand cursor on it. In latter case if merc have a Key, matching a door's value, in inventory, this key will be used automatically. Door's material is not matter. Key's condition cannot be modified by in-game means. See below the table about values of doors and keys per each sector.
3. Using an explosives: open a door OR possibly destroy a door entirely, so it cannot be closed back after ("change a state" later). Door's value or type is not matter. Door's material modify effect as described:
Wooden door. Will change a state if: i) Grenade/Molotov will explode on door's square; ii) Plastic/Live Explosive/EagleFearball will explode on door's square or any adjacent to it square.
Metal door. Will change a state only if Plastic/Live Explosive/EagleFearball will explode on door's square or adjacent to it wall square.
4. Using a crowbar: change a closed state to opened, applying the same [Strength] formula as for crates opening, but require a Crowbar non-optional way, and compare if result is at least meet twice a door's lock value. Door's type modify it by adding 100 points to lock value for padlock doors, making opening of them using this method impossible. Door's material is not matter.
[BaseStrength = (Health + BandagedHealth/2)/2*Breath/100],
further modified by
[CrowbarBonus = BaseStrength/2],
resulting in
[Strength = BaseStrength+CrowbarBonus].
Maximal in-game achievable Strengh is 75 {100/2 + 50/2}(with Health 100 and full Breath), it will open a regular type door with lock value up to 37 (possible max for this method) if applied to it.
5. Using a Locksmith Kit: change a closed state to opened, applying the [Picklock] formula, and compare if result is at least meet a door's lock value. Door's type or material is not matter.
[Picklock = (Dexterity*(Wisdom*Mechanical/100)/100 + 5*ExpLevel)*LocksmithKitCondition/100]
Maximal in-game achievable Picklock is 150 {(100*(100*100/100)/100 + 5*10)*100/100} (with Dexterity, Wisdom,
Mechanical at 100, ExpLevel at 10 and Kit in perfect condition), it will open any door if applied to. Mike already can open any door in game (even with Kit not in perfect condition), as no lock value above 100 is used.
Note: picklocking a Journal Safe use a slightly more friendly to player rounded way formula, that could result a some more point yield, and compared to a difficulty level adjusted value of: {80; 90; 100} for {easy; normal; hard} respectively.
6. Using a gun: change a closed state to opened, compare bullet damage to exceed door's lock value. Door's type modify it by adding 30 points to lock value for padlock doors, making opening of them using this method harder. Door's material is not matter. Moreother, if damage is enough versus lock value (even if value is 0), additional roll of 3 is also required to be "won", so only 1/3 of hits that meets the requirements, will actually open a door (thus being the only random-affected method, and making player's in-game ability to get if gun is powerful enough to have a chance to open a door vague, as a door not opened after a try not yet means on its own that it will not open on a next try, unlike other methods).
Maximal in-game achievable bullet damage in theory is 69 (for Modified M16 pointblank perfectly aimed shot, with less than 1/5000 probability, and also not achievable from firing from East due to isometric (68 damage is achievable from all sides already and about 4 times more probable)), so it will open a regular type door with lock value up to 68 or padlock door with lock value up to 38 (possible max for this method) if applied to it and further roll of 3 is passed.
7. Special ways: by triggering a special item - all doors in sector with value exactly matching the item-trigger will (depends on a trigger's type) change a state to opened or closed (see sectors 28 and 38, respectively). This is the only way player can close a door in game, but AI mercs are able to both open and close a doors. Door's type or material is not matter.
=====================================================================================================
The values given according to version 1.13+, its possible that some early version have different setting.
Sector Building:[door(s)] Keys
(M=metal) (NSEW=door facing; nsewc=approx location relative building) (P=padlock)
60 sw: [En=24; Es=20] [20]
59 ------------------------------------------------------------ --------------------------
58 ------------------------------------------------------------ --------------------------
57 e: [W=96; E=68] | w: [W=98; E=28] [68]
56 n: [E=82; S=58] | s: [S=P89] [58; 82; 84]
55 ------------------------------------------------------------- --------------------------
54 c: [Snw=P59; Snw=64; Ew=46; Sw=52; Ee=34; Ss=P57] [46; 52; 64; P59]
53 nw: [S=02] | sw: [Nne=48; Sse=50; Sws=P65] [48]
52 c: [S=70; E=82] [70; P65]
51 ------------------------------------------------------------ --------------------------
50 ------------------------------------------------------------ --------------------------
49 ------------------------------------------------------------ --------------------------
48 e: [S=P57] [54; P57]
47 c: [N=66] [66]
46 (M) c: [S=98] --------------------------
45 n: [Sn=42; Ss=26; W=36] | s: [Ww=98; We=84; Se=P67; Nw=P71] [42; 84; P71]
44 c: [Ss=50; Sn=P67; E=42] [50]
43 ------------------------------------------------------------ [P49]
42 w: [E=P47] | e: [Ss=P53; Sn=60] [48; P47; P53]
41 ------------------------------------------------------------ --------------------------
40 c: [S=P55; E=28; W=28] [P55]
39 c: [S=26] --------------------------
38 c: [S=88] [70; 88; 88]
37 (M) n: [S=28; W=44] [44]
36 (M) se: [Ee=38; Ew=46] [36; 38; 46; P33]
35 ----------------------------------------------------------- [56]
34 ----------------------------------------------------------- [P63]
33 w: [Swn=P73; Nws=P49] | e: [Nw=72; Sse=48; Sne=51] [72; P73]
32 (M) ----------------------------------------------------------- [40; 62]
31 ws: [E=76] | wn: [E=76] | e: [Ew=78; We=80; Nc=02; Sc=02] [76; 76; 80; 84]
30 c: [S=46; W=42] --------------------------
29 ----------------------------------------------------------- [48]
28 (M) e: [S=P97; N=70; W=66] [66; 70]
27 w: [Ss=68; Nn=68] | s: [W=22] | en : [S=P77] [68; P77]
26 c: [S=38; E=P33] --------------------------
25 ------------------------------------------------------------ --------------------------
24 n: [S=74] | s: [Ww=58; Wc=P61; Ec=P75; Ee=38] --------------------------
23 (M) sw: [E=82] | se: [W=68] [82]
22 (M) s: [Ee=40; Ew=62] | nc: [S=40] | ne: [S=40] --------------------------
21 (M) ------------------------------------------------------------ --------------------------
20 ----------------------------------------------------------- [P53]
19 sw: [N=48] | nw: [S=26] --------------------------
18 ------------------------------------------------------------ --------------------------
17 w: [Ns=68; Ee=40; Wne=38] | e: [Ss=P97; We=P85; Sn=38; Ne=60] [P85]
16 ----------------------------------------------------------- [60; 68]
15 w: [En=56; Snw=36; Ewc=P55; Ews=32; Wec=28; Ee=86; Ss=P41] |
ne: [S=28; E=P81] | se: [W=36] [38; 86; P55; P75; P81]
14 ----------------------------------------------------------- [74]
13 (M) c: [Wssw=92; Essc=90; Nssw=90; Sswc=90; Nswc=90; Ecc=02; Snwc=96;
Snnw=66; Enc=98; Snec=90; Snne=91] [66; 90; 90; 90; P91]
12 (M) w: [Ee=04; Wc=04; Nsw=64; Nse=04; Esc=68; Enc=82; Enn=98; Snw=04;
Sne=04; Nne=48] | e: [S=02] [68; 82]
11 ------------------------------------------------------------ --------------------------
10 w: [E=P53] | e: [N=P69] [P69]
09 ------------------------------------------------------------ --------------------------
08 ------------------------------------------------------------ --------------------------
07 ------------------------------------------------------------ --------------------------
06 ------------------------------------------------------------ --------------------------
05 c: [Ss=34; Sn=50] --------------------------
04 ------------------------------------------------------------ --------------------------
03 (M) c: [Sss=P97; Nss=P69; Nsc=68; Ws=46; Ee=62; Ne=72; Nnc=46; Snn=P51] [62; 68; 72; P69]
02 (M) wall: [Ww=44; Ew=48; Nn=96; Sc=96] | w: [E=46] | s: [Ws=90; Wn=98]|
e: [Ee=96; Nn=92; Ws=48; Enc=94; Ew=P95] [02; 88: 90; 94; P95]
01 (M) c: [Wn=98; Ese=50; Esw=92; Nc=30; Sc=70] [92]
======================================================================================================
As it seen from data above, there are some oddities due to design changes during a development process or possibly due to mistakes, for example: some placements look erroneous (say key94 in S2, located in red-yellow clothes on a wall in southern building in "bathroom area", requiring an explosion to become reachable); some door/key type seems to be misplaced (say in S13); some non-locked doors have a lock value applied to adjacent squares (say doors of two northern buildings in S23); S38 even clearly had another building(s) in it during some early design. Additionally noteworthy is S1 oddity - the "final" building with "game boss" is not even really locked; together with fact the "boss" doesnt pose actual danger or even have to be killed, and the game is won merely by arriving in some room - it enabling a winning a game in one very first game day in a pacifist run.
[Updated on: Wed, 27 February 2019 15:14] Report message to a moderator
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JA1 stuff
By: Jahh on Tue, 28 March 2017 13:42
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Re: JA1 stuff
By: Shanga on Tue, 28 March 2017 14:36
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Re: JA1 stuff
By: Jahh on Tue, 28 March 2017 14:41
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Re: JA1 stuff
By: Shanga on Tue, 28 March 2017 14:52
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Re: JA1 stuff
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Re: JA1 stuff
By: Jahh on Mon, 12 February 2018 18:50
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Re: JA1 stuff
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Re: JA1 stuff
By: norill on Sat, 07 April 2018 13:23
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Re: JA1 stuff
By: pattoze on Sun, 03 June 2018 16:17
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Re: JA1 stuff
By: Jahh on Sun, 03 June 2018 18:57
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Re: JA1 stuff
By: rumkacik on Sat, 27 October 2018 22:48
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Re: JA1 stuff
By: Jahh on Sun, 28 October 2018 17:12
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Re: JA1 stuff
By: rumkacik on Sun, 28 October 2018 19:02
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Re: JA1 stuff
By: Jahh on Fri, 25 January 2019 21:06
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Re: JA1 stuff
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Re: JA1 stuff
By: Jahh on Wed, 27 February 2019 10:52
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Re: JA1 stuff
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Re: JA1 stuff
By: Jahh on Wed, 27 February 2019 11:07
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Re: JA1 stuff
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Re: JA1 stuff
By: Jahh on Wed, 27 February 2019 11:19
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Re: JA1 stuff
By: rumkacik on Wed, 20 March 2019 16:08
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Re: JA1 stuff
By: Jahh on Wed, 20 March 2019 20:38
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Re: JA1 stuff
By: rumkacik on Fri, 22 March 2019 09:26
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Re: JA1 stuff
By: Jahh on Fri, 22 March 2019 22:24
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Re: JA1 stuff
By: rumkacik on Sun, 24 March 2019 19:13
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Re: JA1 stuff
By: Jahh on Thu, 28 March 2019 02:25
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Re: JA1 stuff
By: rumkacik on Wed, 10 April 2019 20:47
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