;****************************************************************************************************************************** ; Jagged Alliance 2 v1.13 ;****************************************************************************************************************************** ; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points). ; ; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property. ; Changing all other AP values in the file MUST still be based on 100 AP system. ; The AP values will then be adjusted dynamically ingame. ;------------------------------------------------------------------------------------------------------------------------------ [APConstants] ;*********************************************************************** ;* The maximum number of Action Points a merc may have. * ;* Should be 5x MAX_AP_CARRIED for game-balance purposes. Range: 25-250* ;*********************************************************************** AP_MAXIMUM = 100 ;*********************************************************************** ;* The minimum number of Action Points a merc should have. * ;*********************************************************************** AP_MINIMUM = 40 ;*********************************************************************** ;* The minimum number of Action Points a soldier (merc, enemy, ...) * ;* must have to get an interrupt. * ;*********************************************************************** MIN_APS_TO_INTERRUPT = 16 ;*********************************************************************** ;* The maximum number of Action Points for Crepitus. * ;*********************************************************************** AP_MONSTER_MAXIMUM = 160 ;*********************************************************************** ;* The maximum number of Action Points for vehicles. * ;*********************************************************************** AP_VEHICLE_MAXIMUM = 200 ;*********************************************************************** ;* This is the maximum number of Action Points that may be carried * ;* over from a previous round. It should be no more than 1/5 of * ;* AP_MAXIMUM, or game balance may be seriously disturbed. * ;*********************************************************************** MAX_AP_CARRIED = 20 ;*********************************************************************** ;* The following 5 values are actual percent adjustments. * ;* So 9 actually means 90% of whatever APs have been calculated. * ;* 15 = 150%. etc. * ;* * ;* AP_WRONG_MAG is the multiplier applied to reload AP cost when * ;* trying to reload from an improper sized mag * ;*********************************************************************** AP_YOUNG_MONST_FACTOR = 15 AP_MONST_FRENZY_FACTOR = 13 AP_CLAUSTROPHOBE = 9 AP_AFRAID_OF_INSECTS = 8 AP_WRONG_MAG = 15 ;*********************************************************************** ;* The amount of Action Points that are needed to exchange places * ;* with another character. * ;*********************************************************************** AP_EXCHANGE_PLACES = 20 ;*********************************************************************** ;* Movement costs are raised by this amount, when moving in reverse. * ;*********************************************************************** AP_REVERSE_MODIFIER = 4 ;*********************************************************************** ;* Movement costs are raised by this amount, when being stealthy. * ;*********************************************************************** AP_STEALTH_MODIFIER = 8 ;*********************************************************************** ;* The amount of Action Points that are needed to steal from an enemy. * ;*********************************************************************** AP_STEAL_ITEM = 32 ;*********************************************************************** ;* AP-cost for putting blood into a jar. * ;*********************************************************************** AP_TAKE_BLOOD = 40 ;*********************************************************************** ;* The amount of Action Points that are needed to talk to another * ;* character. * ;*********************************************************************** AP_TALK = 24 ;*********************************************************************** ;* Movement costs for different types of terrain. * ;*********************************************************************** AP_MOVEMENT_FLAT = 12 AP_MOVEMENT_GRASS = 14 AP_MOVEMENT_BUSH = 18 AP_MOVEMENT_RUBBLE = 24 AP_MOVEMENT_SHORE = 28 AP_MOVEMENT_LAKE = 36 AP_MOVEMENT_OCEAN = 32 ;*********************************************************************** ;* Movement modifiers based on move rate * ;*********************************************************************** AP_MODIFIER_RUN = -8 AP_MODIFIER_WALK = -4 AP_MODIFIER_SWAT = 0 AP_MODIFIER_CRAWL = 4 AP_MODIFIER_PACK = 4 ; modifier when walking/sidestepping with weapon raised AP_MODIFIER_WEAPON_READY = 1 ;*********************************************************************** ;* AP-cost for changing facing while standing. * ;*********************************************************************** AP_CHANGE_FACING = 4 ;*********************************************************************** ;* AP-cost for changing to another target inside current facing. *! ;*********************************************************************** AP_CHANGE_TARGET = 2 ;*********************************************************************** ;* AP-costs that are involved in throwing items other than to attack. * ;*********************************************************************** AP_TOSS_ITEM = 32 ;*********************************************************************** ;* AP-cost charged for refueling a vehicle * ;*********************************************************************** AP_REFUEL_VEHICLE = 40 ;*********************************************************************** ;* The cost for enemy soldiers to use their radio. * ;*********************************************************************** AP_RADIO = 20 ;*********************************************************************** ;* AP-costs to change stance *! ;*********************************************************************** AP_CROUCH = 6 AP_PRONE = 8 ;*********************************************************************** ;* AP-costs for looking (binocs) for various stances. *! ;*********************************************************************** AP_LOOK_STANDING = 4 AP_LOOK_CROUCHED = 6 AP_LOOK_PRONE = 8 ;*********************************************************************** ;* AP-costs for geting a weapon into position. * ;* Most are not used because these costs are also in weapons.xml * ;*********************************************************************** AP_READY_KNIFE = 0 AP_READY_DUAL = 4 ;*********************************************************************** ;* Maybe default values in case calculations come up with strange * ;* (negative?) results? * ;*********************************************************************** AP_MIN_AIM_ATTACK = 0 ;*********************************************************************** ;* AP-cost to place a bomb for demolition purposes. * ;*********************************************************************** AP_DROP_BOMB = 12 ;*********************************************************************** ;* Normally superseded by value in weapons.xml. * ;*********************************************************************** AP_RELOAD_GUN = 20 ;*********************************************************************** ;* AP-costs involved in First Aid. * ;*********************************************************************** AP_START_FIRST_AID = 20 ;*********************************************************************** ;* Self-explanatory, I believe ;-) * ;*********************************************************************** AP_START_REPAIR = 20 ;*********************************************************************** ;* This is a divisor so we don't want to adjust it's value. *! ;* It adjusts how many AP per damage point taken are lost. *! ;*********************************************************************** AP_GET_WOUNDED_DIVISOR = 1 ;*********************************************************************** ;* AP-loss from stepping on marbles or from getting hit very hard. * ;*********************************************************************** AP_FALL_DOWN = 16 ;*********************************************************************** ;* AP-costs involved in opening doors. * ;* AP_OPEN_DOOR is also used for closing doors * ;* AP_LOCK_DOOR exists, but I have never been able to lock a door * ;* in-game. * ;*********************************************************************** AP_OPEN_DOOR = 12 AP_PICKLOCK = 40 AP_EXAMINE_DOOR = 20 AP_BOOT_DOOR = 32 AP_USE_CROWBAR = 40 AP_UNLOCK_DOOR = 24 AP_LOCK_DOOR = 24 AP_EXPLODE_DOOR = 40 AP_UNTRAP_DOOR = 40 ;*********************************************************************** ;* AP-cost for cutting fences. * ;*********************************************************************** AP_USEWIRECUTTERS = 40 ;*********************************************************************** ;* AP-costs for climbing, obviously ;-) * ;*********************************************************************** AP_CLIMBROOF = 40 AP_CLIMBOFFROOF = 24 ;*********************************************************************** ;* AP-costs for jumping fences, without or with a backpack. * ;*********************************************************************** AP_JUMPFENCE = 24 AP_JUMPFENCEBPACK = 40 ;*********************************************************************** ;* Activating mounted or handheld switches. * ;*********************************************************************** AP_USE_REMOTE = 8 AP_PULL_TRIGGER = 8 AP_PUNCH = 16 ;*********************************************************************** ;* AP-cost for taking an item from the ground. * ;*********************************************************************** AP_PICKUP_ITEM = 12 ;*********************************************************************** ;* AP-cost to give an item to an adjacent merc. * ;*********************************************************************** AP_GIVE_ITEM = 4 ;*********************************************************************** ;* AP-cost to set a mine * ;*********************************************************************** AP_BURY_MINE = 30 ;*********************************************************************** ;* AP-cost to disarm a mine or booby trap * ;*********************************************************************** AP_DISARM_MINE = 40 ;*********************************************************************** ;* Application of items to the Body silhouette. * ;*********************************************************************** AP_DRINK = 20 AP_CAMOFLAGE = 40 ;*********************************************************************** ;* Self-explanatory. * ;*********************************************************************** AP_START_RUN_COST = 4 ;*********************************************************************** ;* AP-cost for attaching the soda can with string to a door. * ;*********************************************************************** AP_ATTACH_CAN = 20 ;*********************************************************************** ;* AP-cost to jump over a prone merc. *! ;*********************************************************************** AP_JUMP_OVER = 20 ;*********************************************************************** ;* Backpack-related AP-costs. * ;*********************************************************************** AP_BACK_PACK = 12 AP_OPEN_ZIPPER = 24 AP_CLOSE_ZIPPER = 28 ;*********************************************************************** ;* AP for aiming clicks. * ;*********************************************************************** AP_CLICK_AIM = 4 AP_FIRST_CLICK_AIM_SCOPE = 4 AP_SECOND_CLICK_AIM_SCOPE = 5 AP_THIRD_CLICK_AIM_SCOPE = 6 AP_FOURTH_CLICK_AIM_SCOPE = 7 AP_FIFTH_CLICK_AIM_SCOPE = 8 AP_SIXTH_CLICK_AIM_SCOPE = 9 AP_SEVENTH_CLICK_AIM_SCOPE = 10 AP_EIGHTH_CLICK_AIM_SCOPE = 11 ;*********************************************************************** ;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP * ;* to determine how many AP we actually want the value to represent. * ;* "FiveAP" is right for a 25AP system, but 20 is more approriate for * ;* a 100AP system. * ;*********************************************************************** AUTOFIRE_SHOTS_AP_VALUE = 20 ;*********************************************************************** ;* Loose round reload system. * ;* Represents the AP cost to reload a single round of ammunition * ;*********************************************************************** AP_RELOAD_LOOSE = 8 ;*********************************************************************** ;* The AP shot cost at which a gun will be listed as "slow firing" * ;*********************************************************************** BAD_AP_COST = 36 ;*********************************************************************** ;* AP value to unjam a weapon * ;*********************************************************************** AP_UNJAM = 2 ;*********************************************************************** ;* The APs needed when you jump through a window * ;*********************************************************************** AP_JUMPWINDOW = 40 ;*********************************************************************** ;* The APs needed when you climb up/down a wall * ;*********************************************************************** AP_JUMPWALL = 40 AP_JUMPOFFWALL = 40 ;*********************************************************************** ;* Inventory costs: The APs needed to take an item from position * ;*********************************************************************** AP_INV_FROM_NONE = 0 AP_INV_FROM_HANDS = 0 AP_INV_FROM_EQUIPMENT = 15 AP_INV_FROM_VEST = 5 AP_INV_FROM_RIG = 4 AP_INV_FROM_CPACK = 6 AP_INV_FROM_BPACK = 8 AP_INV_FROM_SLING = 6 AP_INV_FROM_KNIFE = 5 AP_INV_FROM_FACE = 2 AP_INV_FROM_BIG_POCKET = 5 AP_INV_FROM_SMALL_POCKET = 4 ;*********************************************************************** ;* Inventory costs: The APs needed to move an item to position * ;*********************************************************************** AP_INV_TO_NONE = 0 AP_INV_TO_HANDS = 0 AP_INV_TO_EQUIPMENT = 20 AP_INV_TO_VEST = 6 AP_INV_TO_RIG = 5 AP_INV_TO_CPACK = 7 AP_INV_TO_BPACK = 8 AP_INV_TO_SLING = 7 AP_INV_TO_KNIFE = 6 AP_INV_TO_FACE = 2 AP_INV_TO_BIG_POCKET = 4 AP_INV_TO_SMALL_POCKET = 5 ;*********************************************************************** ;* Inventory costs: The maximum APs for inventory costs * ;*********************************************************************** AP_INV_MAX_COST = 25 ;*********************************************************************** ;* Suppression AP values * ;* Maximum AP penalty from suppression fire from a single attack * ;* Maximum AP penalty from suppression fire for an entire turn * ;* Modifier for how effective a suppression point is * ;* Modifier for how effective morale lost from suppression is * ;*********************************************************************** AP_MAX_SUPPRESSED = 64 AP_MAX_TURN_SUPPRESSED = 200 AP_SUPPRESSION_MOD = 24 AP_LOST_PER_MORALE_DROP = 12 ;*********************************************************************** ;* Minimum possible value AP can be reduced to * ;*********************************************************************** AP_MIN_LIMIT = -100 AP_LOSS_PER_LEGSHOT_DAMAGE = 4 ;*********************************************************************** ;* Default values to calculate AP-costs shown in Infoboxes of guns. * ;*********************************************************************** DEFAULT_APS = 80 DEFAULT_AIMSKILL = 80 ;*********************************************************************** ;* Fortification-centered AP costs ;*********************************************************************** AP_FORTIFICATION = 250 AP_REMOVE_FORTIFICATION = 150 AP_FILL_SANDBAG = 200 ;*********************************************************************** ;* The APs needed to eat * ;*********************************************************************** AP_EAT = 80 ;*********************************************************************** ;* The APs needed to clean a weapon * ;*********************************************************************** AP_CLEANINGKIT = 80 ;*********************************************************************** ;* The APs needed to disguise * ;*********************************************************************** AP_DISGUISE = 80 ;*********************************************************************** ;* The APs needed to handcuff someone * ;*********************************************************************** AP_HANDCUFF = 50 ;*********************************************************************** ;* The APs needed to apply an item to someone else * ;*********************************************************************** AP_APPLYITEM = 50 ;*********************************************************************** ;* The APs for arming a bomb/grenade in inventory * ;*********************************************************************** AP_INVENTORY_ARM = 20 ;*********************************************************************** ;* The APs for activating the spotter skill * ;*********************************************************************** AP_SPOTTER = 20 [BPConstants] ;*********************************************************************** ;* Ratio of breath points to 1 energy (default = 100) * ;* higher value means smaller energy changes for every action * ;*********************************************************************** BP_RATIO_RED_PTS_TO_NORMAL = 100 ;*********************************************************************** ;* Breath recovery multiplier in realtime mode * ;* possible values from 100 to 1000 (default = 100) * ;* 100 means 1x reg, 1000 means 10x reg * ;*********************************************************************** BP_RT_BREATH_RECOVER_MODIFIER = 100 ;*********************************************************************** ;* Breath drain multiplier for movement in realtime mode * ;* possible values from 100 to 1000 (default = 125) * ;* 100 means 1x drain, 1000 means 10x drain * ;*********************************************************************** BP_RT_BREATH_DEDUCT_MODIFIER = 125 BP_RUN_ENERGYCOSTFACTOR = 3 BP_WALK_ENERGYCOSTFACTOR = 1 BP_SWAT_ENERGYCOSTFACTOR = 2 BP_CRAWL_ENERGYCOSTFACTOR = 4 BP_RADIO = 0 BP_USE_DETONATOR = 0 ;*********************************************************************** ;* These four values are dynamically adjusted based on AP_MAXIMUM * ;*********************************************************************** BP_PER_AP_NO_EFFORT = -50 BP_PER_AP_MIN_EFFORT = -25 BP_PER_AP_LT_EFFORT = -12 BP_PER_AP_MOD_EFFORT = 6 ;*********************************************************************** ;* Breath costs for various actions * ;*********************************************************************** BP_MOVEMENT_FLAT = 5 BP_MOVEMENT_GRASS = 10 BP_MOVEMENT_BUSH = 20 BP_MOVEMENT_RUBBLE = 35 BP_MOVEMENT_SHORE = 50 BP_MOVEMENT_LAKE = 75 BP_MOVEMENT_OCEAN = 100 BP_MODIFIER_WEAPON_READY = 30 BP_CROUCH = 10 BP_PRONE = 10 BP_CLIMBROOF = 500 BP_CLIMBOFFROOF = 250 BP_JUMPFENCE = 200 BP_JUMPFENCEBPACK = 500 BP_STEAL_ITEM = 50 BP_START_FIRST_AID = 0 BP_GET_HIT = 200 BP_GET_WOUNDED = 50 BP_FALL_DOWN = 250 BP_OPEN_DOOR = 30 BP_PICKLOCK = 50 BP_EXAMINE_DOOR = 20 BP_BOOT_DOOR = 200 BP_USE_CROWBAR = 350 BP_UNLOCK_DOOR = 50 BP_EXPLODE_DOOR = 40 BP_UNTRAP_DOOR = 150 BP_LOCK_DOOR = 50 BP_USEWIRECUTTERS = 200 BP_DROP_BOMB = 0 BP_BURY_MINE = 250 BP_DISARM_MINE = 0 BP_JUMP_OVER = 250 BP_BACK_PACK = 50 BP_WORK_ZIPPER = 250 BP_UNJAM = 0 BP_JUMPOFFWALL = 250 BP_JUMPWALL = 500 BP_FORTIFICATION = 700 BP_REMOVE_FORTIFICATION = 400 BP_FILL_SANDBAG = 500 BP_HANDCUFF = 100 BP_APPLYITEM = 50 BP_INVENTORY_ARM = 10