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git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2648 4f8fa57e-7814-0410-bad4-adc449f26b7c
446 lines
22 KiB
INI
446 lines
22 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
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;******************************************************************************************************************************
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; These settings control the various parts of the new CTH and Shooting systems.
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; Most of these settings are used as multipliers for the various factors that
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; control CTH calculation and shooting accuracy.
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;
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; By raising or lowering a setting, you can influence the importance of a factor,
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; for example how Marksmanship affects the total Base CTH you can have, or how
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; bad it is to have wounds when trying to fire a gun.
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;
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; Other settings control the system more abstractly. For instance, you can control
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; how hard it is to shoot moving targets, or the maximum possible deviation
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; (inaccuracy) generated by guns.
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;
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; Each setting is accompanied by an explanation if possible. Make sure you know
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; what the setting does, and how high or low you can set the value, before
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; making any changes.
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; Also please note that some values are FLOATS, meaning they need a decimal
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; point behind them, even if that decimal point is followed by a 0. Other
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; values are INTEGERS, and do not accept a decimal point at all.
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;------------------------------------------------------------------------------------------------------------------------------
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[General]
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;------------------------------------------------------------------------------------------------------------------------------
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; These settings control the shooting mechanism as a whole. In other words,
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; changing these settings will affect every shooter under any conditions.
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; You can use these settings to make shooting more or less accurate as you
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; see fit.
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;------------------------------------------------------------------------------------------------------------------------------
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; This setting represents the longest distance at which Iron Sights are 100% effective.
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; Beyond this range, shooting accuracy begins to drop, and a scope will be required
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; to avoid that drop.
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; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
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; negate penalties for shooting at twice this distance. A 10x scope will
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; negate penalties for shooting at ten times this distance.
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; By decreasing this value, you can make all shots more accurate, and naturally
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; make scopes more powerful.
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; This value is an INTEGER, with a range of 10 to 1000. The distance is
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; measured in METERS, not tiles, so 100 means 10 tiles.
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NORMAL_SHOOTING_DISTANCE = 70
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;------------------------------------------------------------------------------------------------------------------------------
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; The following parameters in this block are used only if USE_NEW_CTH_CALCULATION = TRUE in your Ja2_Options.ini
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; Be aware that IRON_SIGHT_PERFORMANCE_BONUS and LASER_PERFORMANCE_BONUS_IRON are cumulative!
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;
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; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
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; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
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; The default is 20.0
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IRON_SIGHT_PERFORMANCE_BONUS = 20.0
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; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
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; The bonus only applies if the target is in laser range and the given sight is used.
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; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
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; can be seen and the higher the resulting bonus will be.
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; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
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; Values can go from 0.0 to 50.0
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LASER_PERFORMANCE_BONUS_HIP = 25.0
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LASER_PERFORMANCE_BONUS_IRON = 15.0
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LASER_PERFORMANCE_BONUS_SCOPE = 10.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the maximum angle, to either side of the shooter, that a bullet may fly.
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; The CTH system works by shooting bullets randomly inside this angle. Increasing
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; your aim will make the angle smaller, thus making rounds more likely to hit the
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; target.
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;
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; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
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; be 100% on target, regardless of aiming.
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; Decreasing this value causes all shots to be more accurate.
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DEGREES_MAXIMUM_APERTURE = 15
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; This option affects DEGREES_MAXIMUM_APERTURE for iron sights. If it is set to FALSE
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; the basic aperture will grow linearly to the distance to target (old behaviour).
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; If TRUE the aperture will use a curve to grow slower over distance making iron sights
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; more powerful over long distances.
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IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE
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; If IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT is TRUE the following parameter defines
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; how fast the aperture will grow. A lower value will make it grow slower thus making
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; iron sights even more powerful.
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; A value of 2.0 will make iron sights almost as powerful as a 2x scope whereas a value
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; of 5.0 causes just a little change from the old behaviour.
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; Values can go from 2.0 to 5.0
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; The default is 3.0
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IRON_SIGHTS_MAX_APERTURE_MODIFIER = 3.0
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; The Range Coefficient works with the listed weapon range to determine the weapons
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; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
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; the ground.
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RANGE_COEFFICIENT = 1.1
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; The Gravity Coefficient determines how powerful gravity is once it kicks into
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; action - this happens when the bullet reaches the "maximum range" of the gun
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; that fired it.
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; The lower this coefficient, the faster will bullets change their trajectory
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; towards the ground, hitting it sooner.
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; Conversely, by increasing this value you can let bullets fly further beyond
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; the max range of the gun. That will effectively let guns hit targets further
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; beyond their max range, though it is not a reliable way to hit any target.
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GRAVITY_COEFFICIENT = 6.0
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; The Vertical Bias "flattens" the target aperture which restricts the vertical amount
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; by which a bullet can travel. Vertical bias is ultimately based on stance where
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; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
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; a crouching target is midway between the two.
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VERTICAL_BIAS = 0.5
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; The Scope Range Multiplier is applied against a scopes magnification to determine
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; the scopes minimum effective range. Sniper and Hunter training has a slight effect
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; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
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; this multiplier, the less effective scopes become.
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SCOPE_RANGE_MULTIPLIER = 0.7
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; Scope effectiveness multiplier defines the upper limit of the scopes magnification
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; that is achievable by any shooter. Scope magnification makes the size of the
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; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
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; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
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; half as large). A low skill shooter will only be able to achieve a much smaller
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; effective magnification. Scope effectiveness is determined by a shooters experience
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; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
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; Valid values are from 0.5 to 1.5 with a default of 1.1
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SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
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; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
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; that any merc will achieve no matter how bad/good his skills are (see also description
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; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
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; will provide at least 1x magnification. The rest comes from the shooters experience
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; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
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; 100 means that the shooters skills are irrelevant and he can use any scope to its
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; full potential.
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; Valid values are from 0 to 100 with a default of 50
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SCOPE_EFFECTIVENESS_MINIMUM = 50
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; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
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; If the shooter wants to exceed these he will have to do so by the normal formula.
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SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
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SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
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SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
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; The Side Facing Divisor is applied against the shooting offsets when a target is
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; facing directly perpendicular (i.e., East or West when shooter faces North or South)
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; to the shooter. This is to account for a visual error in the NCTH system. The
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; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
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; to hit a target from the side as from head on, just set this value to 1.0
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SIDE_FACING_DIVISOR = 1.0
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; This is the basic chance PER SHOT to lose 1 point of weapon condition with each
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; bullet fired. The formula for this chance is 1 in BASE_DEPRECIATE_CHANCE, so higher
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; values result in slower degradation.
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; The default value for OCTH is 15, but NCTH requires a **much** higher
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; expenditure of bullets, resulting in severely-reduced weapon condition after every
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; battle. Therefore, the default for NCTH is currently 150.
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; Valid range is 0-10000.
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BASIC_RELIABILITY_ODDS = 45
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[Base CTH]
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;------------------------------------------------------------------------------------------------------------------------------
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; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
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; The basic value is determined by skills, and later the modifiers reduce or
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; increase it appropriately. Characters with low skills, or with bad factors
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; affecting their performance, will receive bad base CTH.
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; The maximum amount of Base CTH you can have is 33 points. This is only
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; achievable by super-mercs in excellent conditions.
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; These settings determine the importance of each character skill in calculating
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; your Base CTH. By default, Experience is 3 times more important than the other
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; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
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; each multiplied by the appropriate value from these, and then divided by the
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; sum of all these four values.
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;
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; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
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; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
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; set all four values to 0, unless you want to see lots of crashes.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_EXP = 3.0
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BASE_MARKS = 1.0
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BASE_WIS = 1.0
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BASE_DEX = 1.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These settings control the effect that various factors have on the shooter's
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; Base CTH. By increasing a value, you can increase that factor's importance
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; on raising or lowering Base CTH.
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;
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; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
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; to the positive/negative and read the explanations carefully. Some factors are
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; better when HIGHER, others better when LOWER.
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;
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; After calculating Base CTH from skills (see above), the factors governing it
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; (below) are all pooled together into one penalty value. That penalty value is
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; then used as a percentage to increase or decrease your Base CTH. In other words,
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; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
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; to 20.0, you'll gain 20% extra base CTH.
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;------------------------------------------------------------------------------------------------------------------------------
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; This is a modifier given per each morale point below 50.
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BASE_LOW_MORALE = -1.0
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; This modifier is given per each morale point above 50.
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BASE_HIGH_MORALE = 2.0
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; This modifier is given to any character with the "PSYCHO" trait.
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BASE_PSYCHO = -3.0
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; This is the modifier given when shooting one "cube" upwards. A cube is
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; 1/3 of a tile high. This takes into account both stance and level. For
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; example, a standing merc shooting at the legs of a target on the roof
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; gets 1*this modifier. A prone merc on ground level shooting at the
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; head of a target on ground level gets 2*this modifier.
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;
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; The shooting upwards modifier is then divided by the range to the target
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; (in tiles). In other words, at a range of 2 tiles the modifier is
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; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
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; This means that the further the target is, the less relevant the upwards
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; angle is.
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BASE_SHOOTING_UPWARDS = -15.0
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; This is the MAXIMUM modifier given to a shooter when injured. To get this
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; much, the shooter must be dead (0% health...). It's linear,
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; so at 50% health the shooter gets exactly half the penalty.
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; Note that "Bandaged" damage counts as half as much as bleeding damage.
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; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
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BASE_INJURY = -30.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These are the modifiers given for different levels of drunkenness. Naturally,
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; the more drunk you are, the more your CTH suffers.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_DRUNK_TIPSY = -5.0
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BASE_DRUNK = -20.0
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BASE_DRUNK_WASTED = -50.0
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BASE_DRUNK_HUNGOVER = -10.0
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; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
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; It's linear, so at 50% breath you get half the modifier.
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BASE_FATIGUE = -15.0
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; This modifier is applied when shooting at the same target again. If the target
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; has moved between shots, or the shooter does anything but shoot at the target,
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; the modifier is lost.
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BASE_SAME_TARGET = 5.0
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; This is the modifier given when the shooter is in a cloud of gas and does
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; not have a gas mask on.
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BASE_GASSED = -15.0
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; This modifier is applied when the shooter is being bandaged by someone else.
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BASE_BEING_BANDAGED = -5.0
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; This is the MAXIMUM modifier given when the target reaches the maximum number
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; of Suppression Shock points, which by default would be 30. It's linear, so at
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; 15 shock points you get half the penalty.
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; Note that characters with high experience stop accumulating shock much earlier,
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; and so are much less subject to this modifier than other characters.
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BASE_SHOCK = -150.0
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; This modifier is applied if the target has exceptional agility or experience level.
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BASE_AGILE_TARGET = -5.0
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; This modifier is applied if the shooter can't see the target. This happens
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; when shooting at a target spotted by someone else.
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BASE_TARGET_INVISIBLE = -100.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These modifiers work very differently from the others. The are related to a
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; concept called Gun Handling, which is still being adjusted. Basically,
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; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
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; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
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; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
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; have very low Gun Handling values.
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;
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; BASE_DRAW_COST is applied per each Gun Handling point.
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;
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; The other values act as multipliers applied directly to the Gun Handling
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; value. For example, by default a pistol fired with one hand (other hand
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; full or holding another pistol) gets its Gun Handling value doubled.
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;
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; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
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; The higher they are, the greater their effect.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_DRAW_COST = 2.0
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BASE_TWO_GUNS = 5.0
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BASE_ONE_HANDED = 2.5
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BASE_STANDING_STANCE = 2.0
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BASE_CROUCHING_STANCE = 3.0
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BASE_PRONE_STANCE = 4.0
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BASE_HEAVY_WEAPON = 2.0
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[Aiming CTH]
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;------------------------------------------------------------------------------------------------------------------------------
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; Aiming CTH is the amount of CTH you get for adding extra aiming to your
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; shot, by paying extra APs.
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;
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; First, the game calculates the maximum CTH our shooter can have, using
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; the shooter's skills as a guide. This is called the CTH cap, and the shooter
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; can NEVER have more CTH than this cap, ever.
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;
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; The program then subtracts the Base CTH value from the CTH Cap, coming up
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; with a number called the Maximum Aiming Bonus. At peak condition, and with
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; the maximum number of aiming levels applied, the shooter will reach his
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; CTH Cap, meaning he will be as accurate as he can be.
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;
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; Note that for each AP you spend on aiming, you only get PART of the Maximum
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; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
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; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
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; of the total bonus, but that little bit can sometimes be crucial.
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;------------------------------------------------------------------------------------------------------------------------------
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AIM_EXP = 1.0
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AIM_MARKS = 3.0
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AIM_WIS = 1.0
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AIM_DEX = 2.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This value is multiplied against 1/2 the scopes mag factor to determine the
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; actual penalty applied. Setting it too low will make it impossible to use
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; scopes within effective range
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;------------------------------------------------------------------------------------------------------------------------------
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AIM_TOO_CLOSE_SCOPE = -4.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This value defines at which point below scope range the AIM_TOO_CLOSE_SCOPE based penalty starts. A value of 0.0 removes
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; scope penalties. A value of 1.0 means the penalty starts as soon as the target is just a little below
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; scope range. 0.5 means penalty starts at half the scope range and so on...
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;------------------------------------------------------------------------------------------------------------------------------
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AIM_TOO_CLOSE_THRESHOLD = 0.8
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AIM_GUN_CONDITION = -2.0
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AIM_LOW_MORALE = -2.0
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AIM_HIGH_MORALE = 1.0
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AIM_PSYCHO = -5.0
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AIM_VISIBILITY = -1.0
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AIM_SHOOTING_UPWARDS = -20.0
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AIM_INJURY = -60.0
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AIM_DRUNK_TIPSY = -10.0
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AIM_DRUNK = -40.0
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AIM_DRUNK_WASTED = -90.0
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AIM_DRUNK_HUNGOVER = -15.0
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AIM_FATIGUE = -40.0
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AIM_GASSED = -80.0
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AIM_BEING_BANDAGED = -20.0
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AIM_SHOCK = -150.0
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AIM_TARGET_INVISIBLE = -50.0
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AIM_SNIPER_SKILL = 25.0
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AIM_DRAW_COST = 1.0
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AIM_STANDING_STANCE = 1.5
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AIM_CROUCHING_STANCE = 1.25
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AIM_PRONE_STANCE = 1.0
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AIM_TWO_GUNS = 4.0
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AIM_ONE_HANDED = 2.5
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AIM_HEAVY_WEAPON = 2.0
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[Shooting Mechanism]
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MOVEMENT_MRK = 3.0
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MOVEMENT_WIS = 2.0
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MOVEMENT_DEX = 1.0
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MOVEMENT_EXP_LEVEL = 2.0
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MOVEMENT_TRACKING_DIFFICULTY = 40
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MOVEMENT_PENALTY_PER_TILE = 1.0
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PRE_RECOIL_WIS = 2.0
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PRE_RECOIL_EXP_LEVEL = 3.0
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PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0
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RECOIL_MAX_COUNTER_STR = 3.0
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RECOIL_MAX_COUNTER_AGI = 1.0
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RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0
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RECOIL_MAX_COUNTER_FORCE = 10.0
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RECOIL_MAX_COUNTER_CROUCH = 10.0
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RECOIL_MAX_COUNTER_PRONE = 25.0
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RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2
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RECOIL_COUNTER_ACCURACY_DEX = 3.0
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RECOIL_COUNTER_ACCURACY_WIS = 1.0
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RECOIL_COUNTER_ACCURACY_AGI = 1.0
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RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0
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RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
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RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
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RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0
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RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0
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RECOIL_COUNTER_FREQUENCY_AGI = 3.0
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RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
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RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
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; to reach best offset improvement.
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;------------------------------------------------------------------------------------------------------------------------------
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RECOIL_COUNTER_INCREMENT = 1
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RECOIL_COUNTER_INCREMENT_TRACER = 25
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;------------------------------------------------------------------------------------------------------------------------------
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; This value determines the distance ratio for recoil. Higher values result in
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; less overall recoil movement at longer ranges.
|
|
; 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_RECOIL_DISTANCE = 70
|
|
|
|
MAX_BULLET_DEV = 5.0
|
|
RANGE_EFFECTS_DEV = TRUE
|
|
|
|
;------------------------------------------------------------------------------
|
|
; MAX_EFFECTIVE_RANGE_MULTIPLIER
|
|
; Maximum effective range of Gun that AI will still attempt to shoot
|
|
; Default: 1.1 which equates to 110% of the gun's effective range
|
|
; MAX_EFFECTIVE_RANGE_REDUCTION
|
|
; Maximum reduction of chance to hit when exceeding effective range
|
|
; Default: 0.5 which equates to 50% reduction
|
|
; MAX_EFFECTIVE_USE_GRADIENT
|
|
; Whether to apply the reduction as a flat reduction or as gradient
|
|
; Default: FALSE which is flat reduction when exceeding range
|
|
;------------------------------------------------------------------------------
|
|
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4
|
|
MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
|
|
MAX_EFFECTIVE_USE_GRADIENT = TRUE
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Experimental NCTH tweaks
|
|
;------------------------------------------------------------------------------
|
|
|
|
; limit max bullet deviation to improve suppression effectiveness
|
|
; max deviation limit depends on weapon range, recoil and shooting mode
|
|
LIMIT_MAX_DEVIATION = FALSE
|
|
|
|
; limit max vertical deviation so there will be less ground shots
|
|
; works for first bullet only
|
|
; when this option enabled, VERTICAL_BIAS option has no effect
|
|
LIMIT_GROUND_SHOTS = FALSE |