Files
gamedir/Data-UB/APBPConstants.ini
T
2021-02-28 16:23:19 +00:00

517 lines
23 KiB
INI

;******************************************************************************************************************************
; 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