This is the file "ja2.ini" which is the general settings file Jagged Alliance 2 v1.13.
Dies hier ist die Datei "ja2.ini", welche die standard Einstellungsdatei für Jagged Alliance 2 v1.13 ist.
In this section you can change global settings for Jagged Alliance 2 v1.13
In dieser Sektion können Sie globale Einstellungen für Jagged Alliance 2 v1.13 verändern.
The maximum number of Action Points a merc may have.
Should be 5x MAX_AP_CARRIED for game-balance purposes.
The minimum number of Action Points a merc should have.
The maximum number of Action Points for Crepitus.
The maximum number of Action Points for vehicles.
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.
This is a percent adjustments.
So 9 actually means 90% of whatever APs have been calculated.
15 = 150%. etc.
This is a percent adjustments.
So 9 actually means 90% of whatever APs have been calculated.
15 = 150%. etc.
This is a percent adjustments.
So 9 actually means 90% of whatever APs have been calculated.
15 = 150%. etc.
This is a percent adjustments.
So 9 actually means 90% of whatever APs have been calculated.
15 = 150%. etc.
This is a percent adjustments.
So 9 actually means 90% of whatever APs have been calculated.
15 = 150%. etc.
This the multiplier applied to reload AP cost when trying to reload from an improper sized mag.
The amount of Action Points that are needed to exchange places with another character.
Movement costs are raised by this amount, when moving in reverse.
Movement costs are raised by this amount, when being stealthy.
The amount of Action Points that are needed to steal from an enemy.
AP-cost for putting blood into a jar.
The amount of Action Points that are needed to talk to another character.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
Movement costs for the specific type of terrain.
AP-cost for changing facing while standing.
AP-cost for changing to another target inside current facing.
AP-costs that are involved in throwing items other than to attack.
AP-cost charged for refueling a vehicle.
The cost for enemy soldiers to use their radio.
AP-costs to change stance.
AP-costs to change stance.
AP-costs for looking (binocs) for various stances.
AP-costs for looking (binocs) for various stances.
AP-costs for looking (binocs) for various stances.
AP-costs for geting a weapon into position.
Most are not used because these costs are also in weapons.xml
AP-costs for geting a weapon into position.
Most are not used because these costs are also in weapons.xml
Maybe default values in case calculations come up with strange (negative?) results?
AP-cost to place a bomb for demolition purposes.
Normally superseded by value in weapons.xml.
AP-costs involved in First Aid.
AP-costs involved in Reaparing.
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-loss from stepping on marbles or from getting hit very hard.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-costs involved in opening doors.
AP-cost for cutting fences.
AP-costs for climbing.
AP-costs for climbing.
AP-costs for jumping fences, without or with a backpack.
AP-costs for jumping fences, without or with a backpack.
Activating mounted or handheld switches.
Activating mounted or handheld switches.
Activating mounted or handheld switches.
AP-cost for taking an item from the ground.
AP-cost to give an item to an adjacent merc.
AP-cost to set a mine.
AP-cost to disarm a mine or booby trap.
Application of items to the Body silhouette.
Application of items to the Body silhouette.
AP-cost for starting to run.
AP-cost for attaching the soda can with string to a door.
AP-cost to jump over a prone merc.
Backpack-related AP-costs.
Backpack-related AP-costs.
Backpack-related AP-costs.
AP for aiming clicks.
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.
Loose round reload system.
Represents the AP cost to reload a single round of ammunition.
The AP shot cost at which a gun will be listed as "slow firing".
AP-costs to unjam a weapon.
Maximum AP penalty from supression fire. Modifire for how effective a suppression point is.
Maximum AP penalty from supression fire. Modifire for how effective a suppression point is.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
In this section you can change global settings for Jagged Alliance 2 v1.13
In dieser Sektion können Sie globale Einstellungen für Jagged Alliance 2 v1.13 verändern.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
Default values to calculate AP-costs shown in Infoboxes of guns.
This value is dynamically adjusted based on AP_MAXIMUM.
This value is dynamically adjusted based on AP_MAXIMUM.
This value is dynamically adjusted based on AP_MAXIMUM.
This value is dynamically adjusted based on AP_MAXIMUM.