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https://github.com/1dot13/gamedir.git
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Added general modifier to grenade throw AP cost
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2549 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -158,6 +158,8 @@ SP4T_PUNCH_MODIFIER = 1.0
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SP4T_TENTACLE_MODIFIER = 1.0
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; ------- THROWING KNIFES -------
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SP4T_THROWKNIFE_MODIFIER = 1.0
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; ------- THROW GRENADES --------
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SP10T_THROWGRENADE_MODIFIER = 1.0
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; Here comes the modifiers for burst fire.
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; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
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+43
-10
@@ -17,6 +17,10 @@
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; This modifier is multiplied with <BestLaserRange> tag. Valid values from 0.1 to 5.0 (higher is better).
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; Default is 1.0
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BEST_LASER_RANGE_MODIFIER = 1.0
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; If we fire a gun, the base chance that the gun's status is reduced is 1/BASIC_DEPRECIATE_CHANCE.
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; Valid values from 1 to 10000, default 15.
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BASIC_DEPRECIATE_CHANCE = 15
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -103,6 +107,8 @@ RANGE_AR_MODIFIER = 1.0
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RANGE_LMG_MODIFIER = 1.0
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RANGE_SHOTGUN_MODIFIER = 1.0
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RANGE_LAUNCHER_MODIFIER = 1.0
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RANGE_THROWINGKNIFE_MODIFIER= 1.0
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RANGE_GRENADE_MODIFIER = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -152,6 +158,8 @@ SP4T_PUNCH_MODIFIER = 1.0
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SP4T_TENTACLE_MODIFIER = 1.0
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; ------- THROWING KNIFES -------
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SP4T_THROWKNIFE_MODIFIER = 1.0
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; ------- THROW GRENADES --------
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SP10T_THROWGRENADE_MODIFIER = 1.0
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; Here comes the modifiers for burst fire.
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; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
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@@ -280,6 +288,22 @@ RECOILX_SHOTGUN_MODIFIER = 1.0
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RECOILY_SHOTGUN_MODIFIER = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; Weapon Jam Damage Thresholds
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;
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; These values define the status threshold where a gun can take damage when it jams.
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; The lower this value is the lower the status of the gun has to be before it will take damage during a gun jam.
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; Valid values are 0 to 100.
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JAM_DAMAGE_THRESHOLD_PISTOL = 50
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JAM_DAMAGE_THRESHOLD_MP = 75
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JAM_DAMAGE_THRESHOLD_SMG = 70
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JAM_DAMAGE_THRESHOLD_RIFLE = 40
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JAM_DAMAGE_THRESHOLD_SNIPER = 45
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JAM_DAMAGE_THRESHOLD_AR = 65
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JAM_DAMAGE_THRESHOLD_LMG = 60
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JAM_DAMAGE_THRESHOLD_SHOTGUN = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Armor Settings]
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@@ -292,7 +316,7 @@ RECOILY_SHOTGUN_MODIFIER = 1.0
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;******************************************************************************************************************************
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; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only).
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; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor.
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; Default is 0.2
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; Default for vests is 0.2, for pants it is 0.6
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CAMO_LBE_OVER_VEST_MODIFIER = 0.2
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CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
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;******************************************************************************************************************************
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@@ -324,21 +348,30 @@ DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius
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; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit
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; and the smaller will be the final radius.
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; Valid values are from 0 to 30.
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MISS_MAX_RADIUS_GRENADE = 5;
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MISS_MAX_RADIUS_MORTAR = 10;
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[Energy Settings]
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;******************************************************************************************************************************
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[Misc Settings]
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;******************************************************************************************************************************
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;
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; Energy consumption settings for non-vanilla batteries.
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; Modifiers for various item categories belong here.
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;
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; various energy costs for the radio set
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ENERGY_COST_RADIOSET_ACTIVATE = 100.00
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ENERGY_COST_RADIOSET_JAM = 30.00
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ENERGY_COST_RADIOSET_SCAN = 15.00
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ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00
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;******************************************************************************************************************************
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; AP costs for movement are multiplied by this if a shield is equipped.
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; Valid values are from 1.0 to 10.0 .
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; Default is 1.7
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SHIELD_MOVEMENT_APCOST_MODIFIER = 1.7
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; AP costs for movement are multiplied by this if we drag someone.
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; Valid values are from 1.0 to 10.0 .
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; Default is 1.5
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DRAG_MOVEMENT_APCOST_MODIFIER = 1.5
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;******************************************************************************************************************************
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@@ -158,6 +158,8 @@ SP4T_PUNCH_MODIFIER = 1.0
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SP4T_TENTACLE_MODIFIER = 1.0
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; ------- THROWING KNIFES -------
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SP4T_THROWKNIFE_MODIFIER = 1.0
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; ------- THROW GRENADES --------
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SP10T_THROWGRENADE_MODIFIER = 1.0
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; Here comes the modifiers for burst fire.
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; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
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