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- added many new drug effects. A drug can now have several effects, these can be set via the <DrugType>-tag in Items.xml. - Control effect magnitude in Drugs.xml. Added new drugs in Items.xml. - gave Buns drugs in Kit 5 for demonstration reasons, added drugs to Howard's inventory. - see also first post in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303950#Post303950 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1412 4f8fa57e-7814-0410-bad4-adc449f26b7c
62 lines
3.5 KiB
XML
62 lines
3.5 KiB
XML
<!--
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You can now select several drug components and build your own drugs from them.
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<ubType>
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is the number of the component, the specific effects are hardcoded (couldn't externalise those, or I'd need A LOT more tags).
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<ubDrugTravelRate>
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determines how fast the drug comes to its full effect.
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<ubDrugWearoffRate>
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determines how fast the drug effect will wear out.
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<ubDrugEffect>
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measures the effect a drug has. As long as this value is > 0 the drug will have its main effect.
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<ubDrugSideEffect>
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measures the drugs sideeffect. This starts once <ubDrugEffect> hits 0. This starts the second effect, which is mostly negative.
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<ubDrugSideEffectRate>
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determines how fast the sideeffect will wear out.
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<ubMoralBacklash>
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determines if there will be a morale drop once the <ubDrugEffect> hits 0.
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How do you make a drug?
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- Simply create a new Item in the Items.xml with the following values set:
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<usItemClass>268435456</usItemClass> // always set this to 268435456
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<Medical>1</Medical> // always set this to 1
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<DrugType>30824</DrugType> // Set the drug type effect here. List below:
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<DrugType> effect Flag in Items.xml:
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1 DRUG_ADRENALINE vanilla adrenaline
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2 DRUG_ALCOHOL vanilla alcohol
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4 DRUG_REGENERATION vanilla health regeneration
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8 DRUG_DAMAGERESISTANCE damage resistance of up to 25%/-20%
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16 DRUG_STRENGTH increases strength up to 25 points, lowers it by up to 10 as a side effect
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32 DRUG_AGILITY increases agility up to 25 points, lowers it by up to 10 as a side effect
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64 DRUG_DEXTERITY increases dexterity up to 25 points, lowers it by up to 10 as a side effect
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128 DRUG_WISDOM increases wisdom up to 25 points, lowers it by up to 10 as a side effect
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256 DRUG_PERCEPTION +/- 1 level during interrupts
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512 DRUG_PSYCHO merc gets the 'psycho' disability while drug/side effect lasts
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1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts
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2048 DRUG_CLAUSTROPHOBIC merc gets the 'claustrophobic' disability while drug/side effect lasts
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4096 DRUG_HEATINTOLERANT merc gets the 'heat intolerant' disability while drug/side effect lasts
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8192 DRUG_FEAROFINSECTS merc gets the 'fear of insects' disability while drug/side effect lasts
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16384 DRUG_FORGETFUL merc gets the 'forgetful' disability while drug/side effect lasts
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32768 DRUG_BLIND merc goes blind for 2 turns once side effect hits 1
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65536 DRUG_KNOCKOUT heart attack once side effect hits 1 (lose all breath and fall down)
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131072 DRUG_VISION increases sight range 10% on drug effect, decreases it 10% as a side effect
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262144 DRUG_TUNNELVISION increases tunnelvison, side effect only
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You can combine "mix" different drug effects.
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For example, the new drug 'Occulin' has a <DrugType>425984</DrugType>. This gives it the effects of DRUG_BLIND, DRUG_VISION and DRUG_TUNNELVISION. I've set the effects so that
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- once you take the drug, your sight range increases 10%
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- once the side effect starts, your sight range is lowered 10% nad you get up to 25% tunnelvison
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- once that is over, you are blinded for 2 turns
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You can test the drug effect in game by showing the vision range of your merc. You will also notice icons on the merc portraits for different drug effects.
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More Infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303972#Post303972
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-->
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<DRUGSLIST>
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</DRUGSLIST>
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