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gamedir/Data-1.13/Morale_Settings.INI

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INI

[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
MORALE_FEAR_OF_HEIGHTS = -8
[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
; cowards can actually gain morale by running away
MORALE_RAN_AWAY_COWARD = 5
; penalty for cowards upon meeting hostiles in strategic that outnumber our forces by a factor >= 2
MORALE_ENEMYGROUP_COWARD = -3
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
; merc was prevented from getting drunk, high or scrounging
MORALE_PREVENTED_MISBEHAVIOUR = -1
[Morale Modifiers Settings]
; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100)
MORALE_MOD_MAX = 50
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
[Dynamic Opinion Modifiers Settings]
; if someone else did something to us, our opinion of them is modified
; values between -50 and 0 for bad stuff and 0 and 50 for good stuff
; If a modifier is set to 0, this event is not used, thereby allowing to turn specific events off.
; friendly fire
OPINIONEVENT_FRIENDLYFIRE = -10
; a snitch told the player about our complaining
OPINIONEVENT_SNITCHSOLDMEOUT = -3
; a snitch stopped us from stealing/taking drugs
OPINIONEVENT_SNITCHINTERFERENCE = -5
; someone else is friends with someone we really don't like
OPINIONEVENT_FRIENDSWITHHATED = -4
; someone else got a contract extension before we did, even though we had less time to begin with
OPINIONEVENT_CONTRACTEXTENSION = -2
; we blame our leader for a retreat order
OPINIONEVENT_ORDEREDRETREAT = -6
; someone killed a non-hostile civilian/militia
OPINIONEVENT_CIVKILLER = -8
; someone carries too much and slows down the squad
OPINIONEVENT_SLOWSUSDOWN = -2
; we are hungry and someone else has food and obviously does not share
OPINIONEVENT_NOSHARINGFOOD = -1
; someone else's disability kicked in
OPINIONEVENT_ANNOYINGDISABILITY = -2
; other merc is an addict and consumes drugs
OPINIONEVENT_ADDICT = -6
; other merc is stealing
OPINIONEVENT_THIEF = -5
; we blame our leader for huge battle losses
OPINIONEVENT_WORSTCOMMANDEREVER = -9
; someone else earns a lot more, we feel it's unfair. See also WAGE_ACCEPTANCE_FACTOR in JA2_Options.ini
OPINIONEVENT_RICHGUY = -1
; Someone else has way better gear than we do
OPINIONEVENT_BETTERGEAR = -2
; someone else used our body as a rifle rest
OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS = -3
; someone treated our wounds, also counts for doctoring
OPINIONEVENT_BANDAGED = 1
; each time mercs drink alcohol together, this can go either good (67%) or bad (33%).
; Good on good causes super, bad on bad causes worse. Bad and good cancel each other out.
OPINIONEVENT_DRINKBUDDIES_GOOD = 1
OPINIONEVENT_DRINKBUDDIES_SUPER = 4
OPINIONEVENT_DRINKBUDDIES_BAD = -1
OPINIONEVENT_DRINKBUDDIES_WORSE = -4
; sometimes another mercs can interject in an ongoing argument. If it is an IMP, the player can choose what to say
; There is a chance that parties in the argument alter their opinion towards the 'interjector' depending on the statement
; someone argued against/for us
OPINIONEVENT_AGAINST_US = -2
OPINIONEVENT_FOR_US = 2
; someone argued against/for the other side of the argument
OPINIONEVENT_AGAINST_ENEMY = 1
OPINIONEVENT_FOR_ENEMY = -1
; someone attempted to solve the argument by taking a reasonable stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_REASON_GOOD = 2
OPINIONEVENT_SOLVECONFLICT_REASON_BAD = -2
; someone attempted to solve the argument by taking an aggressive stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD = 3
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD = -3
; someone is sick, and we find that disgusting (whether disease is disgusting can be set in Disease.xml)
OPINIONEVENT_DISEASE_DISGUSTING = -3
; someone treated our disease
OPINIONEVENT_DISEASE_TREATMENT = 1
; someone killed someone in a brutal fashion, and we like/dislike that
OPINIONEVENT_BRUTAL_GOOD = 1
OPINIONEVENT_BRUTAL_BAD = -2
; someone taught us and we are grateful
OPINIONEVENT_TEACHER = 1
; our leader led us to a magnificent victory
OPINIONEVENT_BESTCOMMANDEREVER = 8
; someone saved us in battle by killing whoever attacked (and likely wounded) us
OPINIONEVENT_BATTLE_SAVIOUR = 6
; someone stole our kill. That guy was OURs to take down!
OPINIONEVENT_FRAGTHIEF = -2
; someone helped us take down an enemy
OPINIONEVENT_BATTLE_ASSIST = 1
; someone captured the enemy instead of killing them, and we approve
OPINIONEVENT_BATTLE_TOOK_PRISONER = 3
; someone injured a non-hostile civilian/militia
OPINIONEVENT_CIV_ATTACKER = -3