updated settings in Ja2_Options.INI and corresponding INI Editor XML

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2399 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2017-11-08 12:31:16 +00:00
parent 8e8220093a
commit 4d736cd7e4
3 changed files with 63 additions and 14 deletions
+27 -7
View File
@@ -309,6 +309,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
SLAY_STAYS_FOREVER = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
;------------------------------------------------------------------------------------------------------------------------------
SLAY_HOURLY_CHANCE_TO_LEAVE = 15
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
; comment on current situation from battlefield if able to (alive and well).
@@ -660,9 +666,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change to increase volume for weapon sounds
; Range: 0-100%
; Range: 0-1000%
; 0 = no change
; 100 = max volume
; 1000 = max volume
;------------------------------------------------------------------------------------------------------------------------------
WEAPON_SOUND_EFFECTS_VOLUME = 0
@@ -1139,10 +1145,21 @@ SHOT_HEAD_MULTIPLIER = 2
SHOOT_UNSEEN_PENALTY = 100
; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
OUT_OF_SIGHT_OR_GUN_RANGE = 2
;------------------------------------------------------------------------------------------------------------------------------
; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
; This saves AP if we decide to immediately continue moving to another location.
;------------------------------------------------------------------------------------------------------------------------------
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
; valid values from 1.0 to 100
;------------------------------------------------------------------------------------------------------------------------------
INV_AP_WEIGHT_DIVISOR = 5
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
@@ -2522,11 +2539,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 2
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
; Minimum range to target for full CTH penalty
MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
@@ -3809,19 +3829,19 @@ ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 500
; heli hitpoints, valid from 1 to 255
ENEMYHELI_HP = 100
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
ENEMYHELI_HP_REPAIRTIME = 6
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
; cost to repair 1 HP at the home base in $, valid from 10 to 1000
ENEMYHELI_HP_COST = 200
; heli maximum fuel, valid from 25 to 200
ENEMYHELI_FUEL = 50
; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
ENEMYHELI_FUEL_REFUELTIME = 3
;------------------------------------------------------------------------------------------------------------------------------
@@ -4280,7 +4300,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
;
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
;
; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
; SELL_ITEMS_WITH_ALT_LMB works.
; Resources will be shown in the strategic map while the Militia view is active.
;
+36 -7
View File
@@ -308,6 +308,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
SLAY_STAYS_FOREVER = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
;------------------------------------------------------------------------------------------------------------------------------
SLAY_HOURLY_CHANCE_TO_LEAVE = 15
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
; comment on current situation from battlefield if able to (alive and well).
@@ -658,9 +664,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change to increase volume for weapon sounds
; Range: 0-100%
; Range: 0-1000%
; 0 = no change
; 100 = max volume
; 1000 = max volume
;------------------------------------------------------------------------------------------------------------------------------
WEAPON_SOUND_EFFECTS_VOLUME = 0
@@ -1137,10 +1143,21 @@ SHOT_HEAD_MULTIPLIER = 2
SHOOT_UNSEEN_PENALTY = 100
; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
OUT_OF_SIGHT_OR_GUN_RANGE = 2
;------------------------------------------------------------------------------------------------------------------------------
; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
; This saves AP if we decide to immediately continue moving to another location.
;------------------------------------------------------------------------------------------------------------------------------
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
; valid values from 1.0 to 100
;------------------------------------------------------------------------------------------------------------------------------
INV_AP_WEIGHT_DIVISOR = 5
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
@@ -2089,6 +2106,15 @@ CAMO_KIT_USABLE_AREA = 100
ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall
; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation.
;
; Activating this makes the game easier.
;------------------------------------------------------------------------------------------------------------------------------
REDUCED_INSTANT_DEATH = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
@@ -2511,11 +2537,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 0
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
; Minimum range to target for full CTH penalty
MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
@@ -3798,19 +3827,19 @@ ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 500
; heli hitpoints, valid from 1 to 255
ENEMYHELI_HP = 100
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
ENEMYHELI_HP_REPAIRTIME = 6
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
; cost to repair 1 HP at the home base in $, valid from 10 to 1000
ENEMYHELI_HP_COST = 200
; heli maximum fuel, valid from 25 to 200
ENEMYHELI_FUEL = 50
; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
ENEMYHELI_FUEL_REFUELTIME = 3
;------------------------------------------------------------------------------------------------------------------------------
@@ -4269,7 +4298,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
;
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
;
; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
; SELL_ITEMS_WITH_ALT_LMB works.
; Resources will be shown in the strategic map while the Militia view is active.
;
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