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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
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[General Morale Settings]
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; default morale, that merc's will eventually stabilise at in typical conditions (0-100)
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DEFAULT_MORALE = 50
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; how long, before strategic (prolonged) morale effect will deteriorate towards default
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HOURS_BETWEEN_STRATEGIC_DECAY = 3
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; Specify how much morale merce lose/gain in certain events.
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; All values from -100 to 100.
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[Tactical Morale Settings]
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; short term effect
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MORALE_KILLED_ENEMY = 4
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; in same sector (not really squad)... IN ADDITION to strategic loss of morale
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MORALE_SQUADMATE_DIED = -5
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; up to 4 times per turn
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MORALE_SUPPRESSED = -1
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MORALE_AIRSTRIKE = -2
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MORALE_DID_LOTS_OF_DAMAGE = 2
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MORALE_TOOK_LOTS_OF_DAMAGE = -3
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; Flugente: lowered as drugs can have several components that have a backlash, causing the the morale to plummet drastical
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MORALE_ALCOHOL_CRASH = -10
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MORALE_DRUGS_CRASH = -5
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MORALE_CLAUSTROPHOBE_UNDERGROUND = -1
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MORALE_INSECT_PHOBIC_SEES_CREATURE = -5
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MORALE_NERVOUS_ALONE = -1
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; added by SANDRO
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MORALE_PSYCHO_UNABLE_TO_PSYCHO = -1
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MORALE_MALICIOUS_HIT = 1
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; added by Flugente
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MORALE_FOOD = 1
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MORALE_GOOD_FOOD = 5
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MORALE_BAD_FOOD = -1
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MORALE_LOATHSOME_FOOD = -5
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[Strategic Morale Settings]
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; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY)
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MORALE_KILLED_CIVILIAN = -5
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MORALE_BATTLE_WON = 4
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; ran from sector during battle
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MORALE_RAN_AWAY = -5
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MORALE_HEARD_BATTLE_WON = 2
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MORALE_HEARD_BATTLE_LOST = -2
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; town sector, not entire town
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MORALE_TOWN_LIBERATED = 5
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MORALE_TOWN_LOST = -5
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MORALE_MINE_LIBERATED = 8
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MORALE_MINE_LOST = -8
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MORALE_SAM_SITE_LIBERATED = 3
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MORALE_SAM_SITE_LOST = -3
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MORALE_BUDDY_DIED = -15
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MORALE_HATED_DIED = 5
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; not in same sector
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MORALE_TEAMMATE_DIED = -5
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MORALE_LOW_DEATHRATE = 5
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MORALE_HIGH_DEATHRATE = -5
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MORALE_GREAT_MORALE = 2
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MORALE_POOR_MORALE = -2
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MORALE_MONSTER_QUEEN_KILLED = 15
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MORALE_DEIDRANNA_KILLED = 25
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MORALE_MERC_CAPTURED = -5
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; when merc gets married to Hicks, other mercs' reaction (double for very sexist women)
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MORALE_MERC_MARRIED = -5
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MORALE_QUEEN_BATTLE_WON = 8
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MORALE_SEX = 5
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; added by SANDRO
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MORALE_HEAT_INTOLERANT_IN_DESERT = -1
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MORALE_PACIFIST_GAIN_NONCOMBAT = 1
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; added by anv
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MORALE_BUDDY_FIRED = -5
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; in addition to MORALE_BUDDY_FIRED
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MORALE_BUDDY_FIRED_EARLY = -3
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; in addition to MORALE_BUDDY_FIRED
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MORALE_BUDDY_FIRED_ON_BAD_TERMS = -3
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; when equipment is worse than personal preference
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MORALE_BAD_EQUIPMENT = -2
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; not paid for at least 3 days (only MERC mercs can not be paid without quitting though)
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MORALE_OWED_MONEY = -3
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MORALE_OWED_MONEY_DAYS = 3
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; player was inactive
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MORALE_PLAYER_INACTIVE = -3
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; how long, before merc starts to whine about inactivity (0-100, 0 = infinite)
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MORALE_PLAYER_INACTIVE_DAYS = 3
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MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS = -1
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MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS = 2
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[Morale Modifiers Settings]
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; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100)
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MORALE_MOD_MAX = 50
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; modifies how strong effect alcohol and drugs have on morale (in percents, 0 - 10000)
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DRUG_EFFECT_MORALE_MOD = 150
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ALCOHOL_EFFECT_MORALE_MOD = 160
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PHOBIC_LIMIT = 20
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; modifiers to morale gain depending on merc character (only if new trait system is on)
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; note: can't change a positive event into negative and negative event into a positive one!
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MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY = -2
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MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY = -5
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MORALE_MODIFIER_LONER_ONE_MERC_NEARBY = -2
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MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY = -5
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MORALE_MODIFIER_OPTIMIST = 1
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; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED
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MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION = 5
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; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED,
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; MORALE_BATTLE_WON, MORALE_HEARD_BATTLE_WON, MORALE_HATED_DIED, MORALE_QUEEN_BATTLE_WON
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MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION = -5
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MORALE_MODIFIER_SHOWOFF_AROUND = -2
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MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED = 3
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MORALE_MODIFIER_DAUNTLESS_SUPPRESSED = 3
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MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE = 3
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MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED = 2
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; only old trait system
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; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO and MORALE_MALICIOUS_HIT
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MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT = 1
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MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT = 1
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MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT = -1
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; only old trait system
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; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO
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MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT = 1
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MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT = -1
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MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2
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; SANDRO - morale is going down faster if not fighting for malicious characters
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; modifies morale change for malicious mercs during hourly update
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MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
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[Reputation Settings]
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; All values from -100 to 100.
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; per merc (when death rate < 5)
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REPUTATION_LOW_DEATHRATE = 5
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; per merc (when death rate > personal preference)
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REPUTATION_HIGH_DEATHRATE = -5
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; per merc
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REPUTATION_GREAT_MORALE = 3
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; per merc
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REPUTATION_POOR_MORALE = -3
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REPUTATION_BATTLE_WON = 2
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REPUTATION_BATTLE_LOST = -2
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REPUTATION_TOWN_WON = 5
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REPUTATION_TOWN_LOST = -5
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; multiplied by merc's exp. level
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REPUTATION_SOLDIER_DIED = -2
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; multiplied by merc's exp. level
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REPUTATION_SOLDIER_CAPTURED = -1
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REPUTATION_KILLED_CIVILIAN = -5
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; when fired 3 hours after contract update
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REPUTATION_EARLY_FIRING = -3
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REPUTATION_KILLED_MONSTER_QUEEN = 15
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REPUTATION_KILLED_DEIDRANNA = 25
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; per merc (when equipment is worse than personal preference)
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REPUTATION_MERC_COMPLAIN_EQUIPMENT = -1
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; per merc
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REPUTATION_MERC_OWED_MONEY = -2
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; per merc
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REPUTATION_PLAYER_IS_INACTIVE = -3
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REPUTATION_MERC_FIRED_ON_BAD_TERMS = -3
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@@ -17,20 +17,21 @@
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; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
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; Values from 2 to 30 are allowed.
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; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
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; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_NUMBER_OF_TRAITS = 3
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MAX_NUMBER_OF_TRAITS = 10
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; Number if Skill Traits available when creating IMP.
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MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
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; Number of Major Trait slots allowed for player mercs.
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; Values from 2 to 20 are allowed.
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NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
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NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
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; Allow special merc to have one more major trait?
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ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
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; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
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; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
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SPECIAL_MERC_ID = 33
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; Number of Major Trait slots allowed when creating IMP.
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; Values from 2 to 20 are allowed.
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NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2
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; Do traits set minimum attributes when selected?
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SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
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@@ -779,3 +780,31 @@ RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Snitch]
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; Base chance that snitch will inform about certain event (in percents)
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BASE_CHANCE = 50
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; How much chance is increased by relation between snitch and target (0.0 - 10.0)
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; Note: by default relations are rated from -25 (hated) to 25 (buddy)
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MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0
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; How much chance is decreased by relation between snitch and target (0.0 - 10.0)
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; Note: by default relations are rated from -25 (hated) to 25 (buddy)
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SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5
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; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0)
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SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5
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; Bonus to chance if merc is sociable (-100 - 100)
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SOCIABLE_MERC_BONUS = 10
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; Bonus to chance if merc is loner (-100 - 100)
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LONER_MERC_BONUS = -10
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; Bonus to chance if snitch and merc are on the same assignment (-100 - 100)
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SAME_ASSIGNMENT_BONUS = 20
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; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
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; (-25 - 25)
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MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
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