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gamedir/Data/CTHConstants.ini
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Wanne 71cb695318 ************************************************************
* Merged GameDir from Development Trunk: Revision 4063 *
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- Merged from SVN: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1257 4f8fa57e-7814-0410-bad4-adc449f26b7c
2011-01-18 10:24:49 +00:00

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INI

;///////////////////////////////////////////////////////////////
;// New CTH System and Shooting Mechanism
;//
;// These settings control the various parts of the new CTH and Shooting systems.
// Most of these settings are used as multipliers for the various factors that
// control CTH calculation and shooting accuracy.
//
// By raising or lowering a setting, you can influence the importance of a factor,
// for example how Marksmanship affects the total Base CTH you can have, or how
// bad it is to have wounds when trying to fire a gun.
//
// Other settings control the system more abstractly. For instance, you can control
// how hard it is to shoot moving targets, or the maximum possible deviation
// (inaccuracy) generated by guns.
//
// Each setting is accompanied by an explanation if possible. Make sure you know
// what the setting does, and how high or low you can set the value, before
// making any changes.
// Also please note that some values are FLOATS, meaning they need a decimal
// point behind them, even if that decimal point is followed by a 0. Other
// values are INTEGERS, and do not accept a decimal point at all.
/////////////////////////////////////////////////////////////////////////////////
[General]
// These settings control the shooting mechanism as a whole. In other words,
// changing these settings will affect every shooter under any conditions.
// You can use these settings to make shooting more or less accurate as you
// see fit.
// This setting represents the longest distance at which Iron Sights are 100% effective.
// Beyond this range, shooting accuracy begins to drop, and a scope will be required
// to avoid that drop.
// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
// negate penalties for shooting at twice this distance. A 10x scope will
// negate penalties for shooting at ten times this distance.
// By decreasing this value, you can make all shots more accurate, and naturally
// make scopes more powerful.
//
// This value is an INTEGER, with a range of 10 to 1000. The distance is
// measured in METERS, not tiles, so 100 means 10 tiles.
NORMAL_SHOOTING_DISTANCE = 70
// This is the maximum angle, to either side of the shooter, that a bullet may fly.
// The CTH system works by shooting bullets randomly inside this angle. Increasing
// your aim will make the angle smaller, thus making rounds more likely to hit the
// target.
//
// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
// be 100% on target, regardless of aiming.
// Decreasing this value causes all shots to be more accurate.
DEGREES_MAXIMUM_APERTURE = 11
// The Gravity Coefficient determines how powerful gravity is once it kicks into
// action - this happens when the bullet reaches the "maximum range" of the gun
// that fired it.
// The higher this coefficient, the faster will bullets change their trajectory
// towards the ground, hitting it sooner.
// Conversely, by decreasing this value you can let bullets fly further beyond
// the max range of the gun. That will effectivelly let guns hit targets further
// beyond their max range, though it is not a reliable way to hit any target.
GRAVITY_COEFFICIENT = 2.0
VERTICAL_BIAS = 0.5
// The Scope Range Multiplier is applied against a scopes magnification to determine
// the scopes minimum effective range. Sniper and Hunter training has a slight effect
// on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
// this multiplier, the less effective scopes become.
SCOPE_RANGE_MULTIPLIER = 0.7
[Base CTH]
// Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
// The basic value is determined by skills, and later the modifiers reduce or
// increase it appropriately. Characters with low skills, or with bad factors
// affecting their performance, will receive bad base CTH.
// The maximum amount of Base CTH you can have is 33 points. This is only
// achievable by super-mercs in excellent conditions.
// These settings determine the importance of each character skill in calculating
// your Base CTH. By default, Experience is 3 times more important than the other
// skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
// each multiplied by the appropriate value from these, and then divided by the
// sum of all these four values.
//
// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
// will render the appropriate skill irrelevant for calculating base CTH. DO NOT
// set all four values to 0, unless you want to see lots of crashes.
BASE_EXP = 3.0
BASE_MARKS = 1.0
BASE_WIS = 1.0
BASE_DEX = 1.0
// These settings control the effect that various factors have on the shooter's
// Base CTH. By increasing a value, you can increase that factor's importance
// on raising or lowering Base CTH.
//
// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
// to the positive/negative and read the explanations carefully. Some factors are
// better when HIGHER, others better when LOWER.
//
// After calculating Base CTH from skills (see above), the factors governing it
// (below) are all pooled together into one penalty value. That penalty value is
// then used as a percentage to increase or decrease your Base CTH. In other words,
// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
// to 20.0, you'll gain 20% extra base CTH.
// This is a modifier given per each morale point below 50.
BASE_LOW_MORALE = -1.0
// This modifier is given per each morale point above 50.
BASE_HIGH_MORALE = 2.0
// This modifier is given to any character with the "PSYCHO" trait.
BASE_PSYCHO = -3.0
// This is the modifier given when shooting one "cube" upwards. A cube is
// 1/3 of a tile high. This takes into account both stance and level. For
// example, a standing merc shooting at the legs of a target on the roof
// gets 1*this modifier. A prone merc on ground level shooting at the
// head of a target on ground level gets 2*this modifier.
//
// The shooting upwards modifier is then divided by the range to the target
// (in tiles). In other words, at a range of 2 tiles the modifier is
// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
// This means that the further the target is, the less relevant the upwards
// angle is.
BASE_SHOOTING_UPWARDS = -15.0
// This is the MAXIMUM modifier given to a shooter when injured. To get this
// much, the shooter must be dead (0% health...). It's linear,
// so at 50% health the shooter gets exactly half the penalty.
// Note that "Bandaged" damage counts as half as much as bleeding damage.
// Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
BASE_INJURY = -30.0
// These are the modifiers given for different levels of drunkness. Naturally,
// the more drunk you are, the more your CTH suffers.
BASE_DRUNK_TIPSY = -5.0
BASE_DRUNK = -20.0
BASE_DRUNK_WASTED = -50.0
BASE_DRUNK_HUNGOVER = -10.0
// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
// It's linear, so at 50% breath you get half the modifier.
BASE_FATIGUE = -15.0
// This modifier is applied when shooting at the same target again. If the target
// has moved between shots, or the shooter does anything but shoot at the target,
// the modifier is lost.
BASE_SAME_TARGET = 5.0
// This is the modifier given when the shooter is in a cloud of gas and does
// not have a gas mask on.
BASE_GASSED = -15.0
// This modifier is applied when the shooter is being bandaged by someone else.
BASE_BEING_BANDAGED = -5.0
// This is the MAXIMUM modifier given when the target reaches the maximum number
// of Suppression Shock points, which by default would be 30. It's linear, so at
// 15 shock points you get half the penalty.
// Note that characters with high experience stop accumulating shock much earlier,
// and so are much less subject to this modifier than other characters.
BASE_SHOCK = -150.0
// This modifier is applied if the target has exceptional agility or experience
// level.
BASE_AGILE_TARGET = -5.0
// This modifier is applied if the shooter can't see the target. This happens
// when shooting at a target spotted by someone else.
BASE_TARGET_INVISIBLE = -100.0
// These modifiers work very differently from the others. The are related to a
// concept called Gun Handling, which is still being adjusted. Basically,
// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
// cumbersome guns like sniper rifles or machine guns get a high Gun Handling
// value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
// have very low Gun Handling values.
//
// BASE_DRAW_COST is applied per each Gun Handling point.
//
// The other values act as multipliers applied directly to the Gun Handling
// value. For example, by default a pistol fired with one hand (other hand
// full or holding another pistol) gets its Gun Handling value doubled.
//
// Please note that all of these except BASE_DRAW_COST should be POSITIVE.
// The higher they are, the greater their effect.
BASE_DRAW_COST = -2.0
BASE_TWO_GUNS = 3.5
BASE_ONE_HANDED = 2.0
BASE_CROUCHING_STANCE = 2.0
BASE_PRONE_STANCE = 3.0
BASE_HEAVY_WEAPON = 2.0
// These modifiers are applied based on game difficulty, and only affect
// the base CTH of ENEMY COMBATANTS.
BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 20.0
BASE_DIFFICULTY_INSANE = 50.0
[Aiming CTH]
// Aiming CTH is the amount of CTH you get for adding extra aiming to your
// shot, by paying extra APs.
//
// First, the game calculates the maximum CTH our shooter can have, using
// the shooter's skills as a guide. This is called the CTH cap, and the shooter
// can NEVER have more CTH than this cap, ever.
//
// The program then subtracts the Base CTH value from the CTH Cap, coming up
// with a number called the Maximum Aiming Bonus. At peak condition, and with
// the maximum number of aiming levels applied, the shooter will reach his
// CTH Cap, meaning he will be as accurate as he can be.
//
// Note that for each AP you spend on aiming, you only get PART of the Maximum
// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
// of the total bonus, but that little bit can sometimes be crucial.
// These values control
AIM_EXP = 1.0
AIM_MARKS = 3.0
AIM_WIS = 1.0
AIM_DEX = 2.0
// This value is multiplied against 1/2 the scopes mag factor to determine the
// actual penalty applied. Setting it too low will make it impossible to use
// scopes within effective range
AIM_TOO_CLOSE_SCOPE = -4.0
AIM_GUN_CONDITION = -2.0
AIM_LOW_MORALE = -2.0
AIM_HIGH_MORALE = 1.0
AIM_PSYCHO = -5.0
AIM_VISIBILITY = -1.0
AIM_SHOOTING_UPWARDS = -20.0
AIM_INJURY = -60.0
AIM_DRUNK_TIPSY = -10.0
AIM_DRUNK = -40.0
AIM_DRUNK_WASTED = -90.0
AIM_DRUNK_HUNGOVER = -15.0
AIM_FATIGUE = -40.0
AIM_GASSED = -80.0
AIM_BEING_BANDAGED = -20.0
AIM_SHOCK = -150.0
AIM_TARGET_INVISIBLE = -50.0
AIM_SNIPER_SKILL = 25.0
AIM_DRAW_COST = -1.5
AIM_STANDING_STANCE = 2.5
AIM_CROUCHING_STANCE = 1.5
AIM_PRONE_STANCE = 1.0
AIM_TWO_GUNS = 4.0
AIM_ONE_HANDED = 2.5
AIM_HEAVY_WEAPON = 2.0
AIM_DIFFICULTY_NOVICE = -30.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 20.0
AIM_DIFFICULTY_INSANE = 50.0
[Shooting Mechanism]
MOVEMENT_MRK = 3.0
MOVEMENT_WIS = 2.0
MOVEMENT_DEX = 1.0
MOVEMENT_EXP_LEVEL = 2.0
MOVEMENT_TRACKING_DIFFICULTY = 40
MOVEMENT_PENALTY_PER_TILE = 1.0
RECOIL_MAX_COUNTER_STR = 3.0
RECOIL_MAX_COUNTER_AGI = 1.0
RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0
RECOIL_MAX_COUNTER_FORCE = 10.0
RECOIL_COUNTER_ACCURACY_DEX = 3.0
RECOIL_COUNTER_ACCURACY_WIS = 1.0
RECOIL_COUNTER_ACCURACY_AGI = 1.0
RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0
RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
RECOIL_COUNTER_FREQUENCY_AGI = 3.0
RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
MAX_BULLET_DEV = 5.0