New Trait "Snitch" (by anv)

- Every midnight snitches will give you a report about their collegues' opinions
- All values configurable in Skills_Settings.ini, section [Snitch].
- Externalised Morale and Reputation Settings
  Morale_Settings.INI, Reputation_Settings.INI
  All values of events moved from code to Morale_Settings.ini and Reputation_Settings.ini.

Currently list of snitches (trait 22)
Beth (Data)
Bud (Data-1.13)
Buzz (Data-1.13)
Carp (Data-1.13)
Ears (Data-1.13)
Gary (Data-1.13)
Hurl (Data-1.13)
Lance (Data-1.13)
Leon (Data-1.13)
Weasel (Data-1.13)

- Separate traits limits for IMP and predefined mercs.
MAX_NUMBER_OF_TRAITS = 10
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5

MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2

see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/Snitches_+_Externalised_morale.html

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1906 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2014-01-01 12:34:18 +00:00
parent 65cd14b5b4
commit 3e59039de4
908 changed files with 526 additions and 17 deletions
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[General Morale Settings]
; default morale, that merc's will eventually stabilise at in typical conditions (0-100)
DEFAULT_MORALE = 50
; how long, before strategic (prolonged) morale effect will deteriorate towards default
HOURS_BETWEEN_STRATEGIC_DECAY = 3
; Specify how much morale merce lose/gain in certain events.
; All values from -100 to 100.
[Tactical Morale Settings]
; short term effect
MORALE_KILLED_ENEMY = 4
; in same sector (not really squad)... IN ADDITION to strategic loss of morale
MORALE_SQUADMATE_DIED = -5
; up to 4 times per turn
MORALE_SUPPRESSED = -1
MORALE_AIRSTRIKE = -2
MORALE_DID_LOTS_OF_DAMAGE = 2
MORALE_TOOK_LOTS_OF_DAMAGE = -3
; Flugente: lowered as drugs can have several components that have a backlash, causing the the morale to plummet drastical
MORALE_ALCOHOL_CRASH = -10
MORALE_DRUGS_CRASH = -5
MORALE_CLAUSTROPHOBE_UNDERGROUND = -1
MORALE_INSECT_PHOBIC_SEES_CREATURE = -5
MORALE_NERVOUS_ALONE = -1
; added by SANDRO
MORALE_PSYCHO_UNABLE_TO_PSYCHO = -1
MORALE_MALICIOUS_HIT = 1
; added by Flugente
MORALE_FOOD = 1
MORALE_GOOD_FOOD = 5
MORALE_BAD_FOOD = -1
MORALE_LOATHSOME_FOOD = -5
[Strategic Morale Settings]
; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY)
MORALE_KILLED_CIVILIAN = -5
MORALE_BATTLE_WON = 4
; ran from sector during battle
MORALE_RAN_AWAY = -5
MORALE_HEARD_BATTLE_WON = 2
MORALE_HEARD_BATTLE_LOST = -2
; town sector, not entire town
MORALE_TOWN_LIBERATED = 5
MORALE_TOWN_LOST = -5
MORALE_MINE_LIBERATED = 8
MORALE_MINE_LOST = -8
MORALE_SAM_SITE_LIBERATED = 3
MORALE_SAM_SITE_LOST = -3
MORALE_BUDDY_DIED = -15
MORALE_HATED_DIED = 5
; not in same sector
MORALE_TEAMMATE_DIED = -5
MORALE_LOW_DEATHRATE = 5
MORALE_HIGH_DEATHRATE = -5
MORALE_GREAT_MORALE = 2
MORALE_POOR_MORALE = -2
MORALE_MONSTER_QUEEN_KILLED = 15
MORALE_DEIDRANNA_KILLED = 25
MORALE_MERC_CAPTURED = -5
; when merc gets married to Hicks, other mercs' reaction (double for very sexist women)
MORALE_MERC_MARRIED = -5
MORALE_QUEEN_BATTLE_WON = 8
MORALE_SEX = 5
; added by SANDRO
MORALE_HEAT_INTOLERANT_IN_DESERT = -1
MORALE_PACIFIST_GAIN_NONCOMBAT = 1
; added by anv
MORALE_BUDDY_FIRED = -5
; in addition to MORALE_BUDDY_FIRED
MORALE_BUDDY_FIRED_EARLY = -3
; in addition to MORALE_BUDDY_FIRED
MORALE_BUDDY_FIRED_ON_BAD_TERMS = -3
; when equipment is worse than personal preference
MORALE_BAD_EQUIPMENT = -2
; not paid for at least 3 days (only MERC mercs can not be paid without quitting though)
MORALE_OWED_MONEY = -3
MORALE_OWED_MONEY_DAYS = 3
; player was inactive
MORALE_PLAYER_INACTIVE = -3
; how long, before merc starts to whine about inactivity (0-100, 0 = infinite)
MORALE_PLAYER_INACTIVE_DAYS = 3
MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS = -1
MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS = 2
[Morale Modifiers Settings]
; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100)
MORALE_MOD_MAX = 50
; modifies how strong effect alcohol and drugs have on morale (in percents, 0 - 10000)
DRUG_EFFECT_MORALE_MOD = 150
ALCOHOL_EFFECT_MORALE_MOD = 160
PHOBIC_LIMIT = 20
; modifiers to morale gain depending on merc character (only if new trait system is on)
; note: can't change a positive event into negative and negative event into a positive one!
MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY = -2
MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY = -5
MORALE_MODIFIER_LONER_ONE_MERC_NEARBY = -2
MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY = -5
MORALE_MODIFIER_OPTIMIST = 1
; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED
MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION = 5
; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED,
; MORALE_BATTLE_WON, MORALE_HEARD_BATTLE_WON, MORALE_HATED_DIED, MORALE_QUEEN_BATTLE_WON
MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION = -5
MORALE_MODIFIER_SHOWOFF_AROUND = -2
MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED = 3
MORALE_MODIFIER_DAUNTLESS_SUPPRESSED = 3
MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE = 3
MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED = 2
; only old trait system
; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO and MORALE_MALICIOUS_HIT
MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT = 1
MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT = 1
MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT = -1
; only old trait system
; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO
MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT = 1
MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT = -1
MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2
; SANDRO - morale is going down faster if not fighting for malicious characters
; modifies morale change for malicious mercs during hourly update
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
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[Reputation Settings]
; All values from -100 to 100.
; per merc (when death rate < 5)
REPUTATION_LOW_DEATHRATE = 5
; per merc (when death rate > personal preference)
REPUTATION_HIGH_DEATHRATE = -5
; per merc
REPUTATION_GREAT_MORALE = 3
; per merc
REPUTATION_POOR_MORALE = -3
REPUTATION_BATTLE_WON = 2
REPUTATION_BATTLE_LOST = -2
REPUTATION_TOWN_WON = 5
REPUTATION_TOWN_LOST = -5
; multiplied by merc's exp. level
REPUTATION_SOLDIER_DIED = -2
; multiplied by merc's exp. level
REPUTATION_SOLDIER_CAPTURED = -1
REPUTATION_KILLED_CIVILIAN = -5
; when fired 3 hours after contract update
REPUTATION_EARLY_FIRING = -3
REPUTATION_KILLED_MONSTER_QUEEN = 15
REPUTATION_KILLED_DEIDRANNA = 25
; per merc (when equipment is worse than personal preference)
REPUTATION_MERC_COMPLAIN_EQUIPMENT = -1
; per merc
REPUTATION_MERC_OWED_MONEY = -2
; per merc
REPUTATION_PLAYER_IS_INACTIVE = -3
REPUTATION_MERC_FIRED_ON_BAD_TERMS = -3
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; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
;------------------------------------------------------------------------------------------------------------------------------
MAX_NUMBER_OF_TRAITS = 3
MAX_NUMBER_OF_TRAITS = 10
; Number if Skill Traits available when creating IMP.
MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
; Allow special merc to have one more major trait?
ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
SPECIAL_MERC_ID = 33
; Number of Major Trait slots allowed when creating IMP.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2
; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
@@ -779,3 +780,31 @@ RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
[Snitch]
; Base chance that snitch will inform about certain event (in percents)
BASE_CHANCE = 50
; How much chance is increased by relation between snitch and target (0.0 - 10.0)
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0
; How much chance is decreased by relation between snitch and target (0.0 - 10.0)
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5
; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0)
SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5
; Bonus to chance if merc is sociable (-100 - 100)
SOCIABLE_MERC_BONUS = 10
; Bonus to chance if merc is loner (-100 - 100)
LONER_MERC_BONUS = -10
; Bonus to chance if snitch and merc are on the same assignment (-100 - 100)
SAME_ASSIGNMENT_BONUS = 20
; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
; (-25 - 25)
MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
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