- Deleted unused "TableData/Text" folder
Updated ja2_options.ini
- Added missing properties
- Reworked wrong comment style
- Enabled the "USE_SCOPE_MODES" feature for Data-1.13


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1415 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-04-30 08:17:12 +00:00
parent 17deb41b59
commit 3a034641d4
13 changed files with 64 additions and 97 deletions
+17 -20
View File
@@ -108,6 +108,7 @@ MAX_NUMBER_CIVS_IN_TACTICAL = 32
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
;------------------------------------------------------------------------------------------------------------------------------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
@@ -160,7 +161,7 @@ READ_PROFILE_DATA_FROM_XML = FALSE
WRITE_PROFILE_DATA_TO_XML = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 0 = Use default drop item system for enemies (and possibly also militia).
; 0 = Use default drop item system for enemies / militia.
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
;
@@ -215,11 +216,11 @@ IMP_FEMALE_3 = 56
; The following values deal with the I.M.P "personalized" merc generation.
;------------------------------------------------------------------------------------------------------------------------------
;The financial cost of the created IMP character.
; The financial cost of the created IMP character.
IMP_PROFILE_COST = 3000
;If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
;(i.e. the price of the second IMP character is doubled, of third character tripled etc.)
; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
DYNAMIC_IMP_PROFILE_COST = FALSE
; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
@@ -227,22 +228,22 @@ DYNAMIC_IMP_PROFILE_COST = FALSE
; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
IMP_INITIAL_POINTS = 500
;How low any attribute can go before it drops straight to 0.
; How low any attribute can go before it drops straight to 0.
IMP_MIN_ATTRIBUTE = 35
;You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
;How high any attribute can be increased.
; How high any attribute can be increased.
IMP_MAX_ATTRIBUTE = 85
;The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
;You get this many points for selecting a disability for your IMP.
; You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 0
;You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
@@ -495,10 +496,8 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
; Default: FALSE
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
;------------------------------------------------------------------------------------------------------------------------------
SMALL_SIZE_PB = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1165,6 +1164,10 @@ ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
; Weapon resting features
;------------------------------------------------------------------------------------------------------------------------------
; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
WEAPON_RESTING = FALSE
; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
; unfamiliar with the feature)
WEAPON_RESTING_DISPLAY = FALSE
@@ -1178,7 +1181,6 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
; Info: To see the difference field of views for the scopes, enable the mercenary-view by pressing SHIFT + V
USE_SCOPE_MODES = FALSE
; Allow display of scope modes on weapons in tactical
@@ -1469,7 +1471,7 @@ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Improved Interrupt System (IIS)
; (Enable IIS on gamestart screen)
; (Enable IIS on gamestart screen.)
;
; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
; interrupts more frequent)
@@ -1494,8 +1496,6 @@ ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1782,7 +1782,6 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1875,7 +1874,6 @@ INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0
; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
DISABLE_STRATEGIC_TRANSITION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2522,8 +2520,6 @@ LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
PERCENT_MOBILE_MILITIA_ELITES = 20
PERCENT_MOBILE_MILITIA_REGULARS = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2654,6 +2650,7 @@ CHANCE_TONY_AVAILABLE = 80
FAST_BOBBY_RAY_SHIPMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************