- 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
+43 -10
View File
@@ -498,10 +498,8 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
; Default: FALSE
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
;------------------------------------------------------------------------------------------------------------------------------
SMALL_SIZE_PB = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -605,6 +603,13 @@ MINES_SPOTTED_NO_TALK = FALSE
ITEMS_SPOTTED_NO_TALK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
; This setting does not affect leaving sectors on map edges
;------------------------------------------------------------------------------------------------------------------------------
GRID_EXIT_IN_TURNBASED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
; If set to "FALSE", the mercs will not stand up after the battle.
@@ -1157,6 +1162,32 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; 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 = TRUE
; 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 = TRUE
; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
; Value Range: 0 - 100.
WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
;------------------------------------------------------------------------------------------------------------------------------
; scope modes
;------------------------------------------------------------------------------------------------------------------------------
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
USE_SCOPE_MODES = FALSE
; Allow display of scope modes on weapon
DISPLAY_SCOPE_MODES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
@@ -1738,20 +1769,21 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
; In this section you can modify global settings for weapon overheating.
;******************************************************************************************************************************
; Maximum 'temperature' a gun can have
OVERHEATING_MAX_TEMPERATURE = 40000
; Should a 'thermometer' for guns and replacable barrels be displayed?
OVERHEATING_DISPLAY_THERMOMETER = TRUE
; A weapon's cooldown factor is multiplied with this, accounting for worse heat reduction due to attachments
OVERHEATING_COOLDOWN_MODIFICATOR_SILENCER = 0.8
OVERHEATING_COOLDOWN_MODIFICATOR_BARRELEXTENDER = 0.85
OVERHEATING_COOLDOWN_MODIFICATOR_FLASHSUPPRESSOR = 0.97
; Starting amount of red colour in the temperature bar. Must be in [0, 255]
OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
; If a barrel is not in someone's inventory, it cools down a little bit better
; If a barrel is not in someone's inventory, it cools down a little bit better.
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
; This can be exploited, but why would you do that?
; 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 = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2776,4 +2808,5 @@ FAST_FORWARD_PERIOD = 500
; Examples (separated by comma):
; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s听到从Jerry身体下面传来的金属吱嘎声,这令人不安的声音听起来就像你的笔记本电脑天线被压碎一样。</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus ŕ rien.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s słyszy dźwięk zgniatanego metalu dochodzący spod ciała Jerrego. To niestety zabrzmiało jak dźwięk zgniatanej anteny od twojego laptopa.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s слышит металлический хруст под телом Джерри. Кажется, это чмо сломало антенну вашего ноутбука.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
</TEXT>
</MESSAGES>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MESSAGES>
<TEXT>
<uiIndex>0</uiIndex>
<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
</TEXT>
</MESSAGES>