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https://github.com/1dot13/gamedir.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2056 4f8fa57e-7814-0410-bad4-adc449f26b7c
518 lines
23 KiB
INI
518 lines
23 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points).
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;
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; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property.
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; Changing all other AP values in the file MUST still be based on 100 AP system.
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; The AP values will then be adjusted dynamically ingame.
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;------------------------------------------------------------------------------------------------------------------------------
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[APConstants]
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;***********************************************************************
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;* The maximum number of Action Points a merc may have. *
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;* Should be 5x MAX_AP_CARRIED for game-balance purposes. Range: 25-250*
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;***********************************************************************
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AP_MAXIMUM = 25
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;***********************************************************************
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;* The minimum number of Action Points a merc should have. *
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;***********************************************************************
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AP_MINIMUM = 40
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;***********************************************************************
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;* The minimum number of Action Points a soldier (merc, enemy, ...) *
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;* must have to get an interrupt. *
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;***********************************************************************
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MIN_APS_TO_INTERRUPT = 16
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;***********************************************************************
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;* The maximum number of Action Points for Crepitus. *
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;***********************************************************************
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AP_MONSTER_MAXIMUM = 160
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;***********************************************************************
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;* The maximum number of Action Points for vehicles. *
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;***********************************************************************
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AP_VEHICLE_MAXIMUM = 200
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;***********************************************************************
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;* This is the maximum number of Action Points that may be carried *
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;* over from a previous round. It should be no more than 1/5 of *
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;* AP_MAXIMUM, or game balance may be seriously disturbed. *
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;***********************************************************************
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MAX_AP_CARRIED = 20
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;***********************************************************************
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;* The following 5 values are actual percent adjustments. *
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;* So 9 actually means 90% of whatever APs have been calculated. *
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;* 15 = 150%. etc. *
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;* *
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;* AP_WRONG_MAG is the multiplier applied to reload AP cost when *
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;* trying to reload from an improper sized mag *
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;***********************************************************************
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AP_YOUNG_MONST_FACTOR = 15
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AP_MONST_FRENZY_FACTOR = 13
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AP_CLAUSTROPHOBE = 9
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AP_AFRAID_OF_INSECTS = 8
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AP_WRONG_MAG = 15
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;***********************************************************************
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;* The amount of Action Points that are needed to exchange places *
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;* with another character. *
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;***********************************************************************
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AP_EXCHANGE_PLACES = 20
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;***********************************************************************
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;* Movement costs are raised by this amount, when moving in reverse. *
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;***********************************************************************
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AP_REVERSE_MODIFIER = 4
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;***********************************************************************
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;* Movement costs are raised by this amount, when being stealthy. *
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;***********************************************************************
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AP_STEALTH_MODIFIER = 8
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;***********************************************************************
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;* The amount of Action Points that are needed to steal from an enemy. *
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;***********************************************************************
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AP_STEAL_ITEM = 56
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;***********************************************************************
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;* AP-cost for putting blood into a jar. *
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;***********************************************************************
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AP_TAKE_BLOOD = 40
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;***********************************************************************
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;* The amount of Action Points that are needed to talk to another *
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;* character. *
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;***********************************************************************
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AP_TALK = 24
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;***********************************************************************
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;* Movement costs for different types of terrain. *
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;***********************************************************************
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AP_MOVEMENT_FLAT = 12
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AP_MOVEMENT_GRASS = 14
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AP_MOVEMENT_BUSH = 18
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AP_MOVEMENT_RUBBLE = 24
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AP_MOVEMENT_SHORE = 28
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AP_MOVEMENT_LAKE = 36
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AP_MOVEMENT_OCEAN = 32
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;***********************************************************************
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;* Movement modifiers based on move rate *
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;***********************************************************************
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AP_MODIFIER_RUN = -8
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AP_MODIFIER_WALK = -4
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AP_MODIFIER_SWAT = 0
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AP_MODIFIER_CRAWL = 4
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AP_MODIFIER_PACK = 4
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; modifier when walking/sidestepping with weapon raised
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AP_MODIFIER_WEAPON_READY = 1
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;***********************************************************************
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;* AP-cost for changing facing while standing. *
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;***********************************************************************
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AP_CHANGE_FACING = 4
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;***********************************************************************
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;* AP-cost for changing to another target inside current facing. *!
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;***********************************************************************
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AP_CHANGE_TARGET = 2
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;***********************************************************************
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;* AP-costs that are involved in throwing items other than to attack. *
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;***********************************************************************
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AP_TOSS_ITEM = 32
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;***********************************************************************
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;* AP-cost charged for refueling a vehicle *
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;***********************************************************************
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AP_REFUEL_VEHICLE = 40
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;***********************************************************************
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;* The cost for enemy soldiers to use their radio. *
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;***********************************************************************
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AP_RADIO = 20
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;***********************************************************************
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;* AP-costs to change stance *!
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;***********************************************************************
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AP_CROUCH = 6
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AP_PRONE = 8
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;***********************************************************************
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;* AP-costs for looking (binocs) for various stances. *!
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;***********************************************************************
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AP_LOOK_STANDING = 4
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AP_LOOK_CROUCHED = 6
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AP_LOOK_PRONE = 8
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;***********************************************************************
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;* AP-costs for geting a weapon into position. *
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;* Most are not used because these costs are also in weapons.xml *
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;***********************************************************************
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AP_READY_KNIFE = 0
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AP_READY_DUAL = 4
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;***********************************************************************
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;* Maybe default values in case calculations come up with strange *
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;* (negative?) results? *
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;***********************************************************************
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AP_MIN_AIM_ATTACK = 0
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;***********************************************************************
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;* AP-cost to place a bomb for demolition purposes. *
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;***********************************************************************
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AP_DROP_BOMB = 12
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;***********************************************************************
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;* Normally superseded by value in weapons.xml. *
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;***********************************************************************
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AP_RELOAD_GUN = 20
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;***********************************************************************
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;* AP-costs involved in First Aid. *
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;***********************************************************************
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AP_START_FIRST_AID = 20
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;***********************************************************************
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;* Self-explanatory, I believe ;-) *
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;***********************************************************************
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AP_START_REPAIR = 20
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;***********************************************************************
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;* This is a divisor so we don't want to adjust it's value. *!
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;* It adjusts how many AP per damage point taken are lost. *!
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;***********************************************************************
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AP_GET_WOUNDED_DIVISOR = 1
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;***********************************************************************
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;* AP-loss from stepping on marbles or from getting hit very hard. *
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;***********************************************************************
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AP_FALL_DOWN = 16
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;***********************************************************************
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;* AP-costs involved in opening doors. *
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;* AP_OPEN_DOOR is also used for closing doors *
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;* AP_LOCK_DOOR exists, but I have never been able to lock a door *
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;* in-game. *
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;***********************************************************************
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AP_OPEN_DOOR = 12
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AP_PICKLOCK = 40
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AP_EXAMINE_DOOR = 20
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AP_BOOT_DOOR = 32
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AP_USE_CROWBAR = 40
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AP_UNLOCK_DOOR = 24
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AP_LOCK_DOOR = 24
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AP_EXPLODE_DOOR = 40
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AP_UNTRAP_DOOR = 40
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;***********************************************************************
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;* AP-cost for cutting fences. *
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;***********************************************************************
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AP_USEWIRECUTTERS = 40
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;***********************************************************************
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;* AP-costs for climbing, obviously ;-) *
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;***********************************************************************
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AP_CLIMBROOF = 40
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AP_CLIMBOFFROOF = 24
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;***********************************************************************
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;* AP-costs for jumping fences, without or with a backpack. *
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;***********************************************************************
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AP_JUMPFENCE = 24
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AP_JUMPFENCEBPACK = 40
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;***********************************************************************
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;* Activating mounted or handheld switches. *
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;***********************************************************************
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AP_USE_REMOTE = 8
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AP_PULL_TRIGGER = 8
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AP_PUNCH = 16
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;***********************************************************************
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;* AP-cost for taking an item from the ground. *
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;***********************************************************************
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AP_PICKUP_ITEM = 12
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;***********************************************************************
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;* AP-cost to give an item to an adjacent merc. *
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;***********************************************************************
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AP_GIVE_ITEM = 4
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;***********************************************************************
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;* AP-cost to set a mine *
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;***********************************************************************
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AP_BURY_MINE = 30
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;***********************************************************************
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;* AP-cost to disarm a mine or booby trap *
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;***********************************************************************
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AP_DISARM_MINE = 40
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;***********************************************************************
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;* Application of items to the Body silhouette. *
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;***********************************************************************
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AP_DRINK = 20
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AP_CAMOFLAGE = 40
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;***********************************************************************
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;* Self-explanatory. *
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;***********************************************************************
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AP_START_RUN_COST = 4
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;***********************************************************************
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;* AP-cost for attaching the soda can with string to a door. *
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;***********************************************************************
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AP_ATTACH_CAN = 20
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;***********************************************************************
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;* AP-cost to jump over a prone merc. *!
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;***********************************************************************
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AP_JUMP_OVER = 20
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;***********************************************************************
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;* Backpack-related AP-costs. *
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;***********************************************************************
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AP_BACK_PACK = 12
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AP_OPEN_ZIPPER = 24
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AP_CLOSE_ZIPPER = 28
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;***********************************************************************
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;* AP for aiming clicks. *
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;***********************************************************************
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AP_CLICK_AIM = 4
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AP_FIRST_CLICK_AIM_SCOPE = 4
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AP_SECOND_CLICK_AIM_SCOPE = 5
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AP_THIRD_CLICK_AIM_SCOPE = 6
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AP_FOURTH_CLICK_AIM_SCOPE = 7
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AP_FIFTH_CLICK_AIM_SCOPE = 8
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AP_SIXTH_CLICK_AIM_SCOPE = 9
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AP_SEVENTH_CLICK_AIM_SCOPE = 10
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AP_EIGHTH_CLICK_AIM_SCOPE = 11
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;***********************************************************************
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;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP *
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;* to determine how many AP we actually want the value to represent. *
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;* "FiveAP" is right for a 25AP system, but 20 is more approriate for *
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;* a 100AP system. *
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;***********************************************************************
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AUTOFIRE_SHOTS_AP_VALUE = 20
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;***********************************************************************
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;* Loose round reload system. *
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;* Represents the AP cost to reload a single round of ammunition *
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;***********************************************************************
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AP_RELOAD_LOOSE = 8
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;***********************************************************************
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;* The AP shot cost at which a gun will be listed as "slow firing" *
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;***********************************************************************
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BAD_AP_COST = 36
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;***********************************************************************
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;* AP value to unjam a weapon *
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;***********************************************************************
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AP_UNJAM = 2
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;***********************************************************************
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;* The APs needed when you jump through a window *
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;***********************************************************************
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AP_JUMPWINDOW = 40
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;***********************************************************************
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;* The APs needed when you climb up/down a wall *
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;***********************************************************************
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AP_JUMPWALL = 40
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AP_JUMPOFFWALL = 40
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;***********************************************************************
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;* Inventory costs: The APs needed to take an item from position *
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;***********************************************************************
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AP_INV_FROM_NONE = 0
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AP_INV_FROM_HANDS = 0
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AP_INV_FROM_EQUIPMENT = 15
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AP_INV_FROM_VEST = 5
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AP_INV_FROM_RIG = 4
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AP_INV_FROM_CPACK = 6
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AP_INV_FROM_BPACK = 8
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AP_INV_FROM_SLING = 6
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AP_INV_FROM_KNIFE = 5
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AP_INV_FROM_FACE = 2
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AP_INV_FROM_BIG_POCKET = 5
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AP_INV_FROM_SMALL_POCKET = 4
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;***********************************************************************
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;* Inventory costs: The APs needed to move an item to position *
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;***********************************************************************
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AP_INV_TO_NONE = 0
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AP_INV_TO_HANDS = 0
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AP_INV_TO_EQUIPMENT = 20
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AP_INV_TO_VEST = 6
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AP_INV_TO_RIG = 5
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AP_INV_TO_CPACK = 7
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AP_INV_TO_BPACK = 8
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AP_INV_TO_SLING = 7
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AP_INV_TO_KNIFE = 6
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AP_INV_TO_FACE = 2
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AP_INV_TO_BIG_POCKET = 4
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AP_INV_TO_SMALL_POCKET = 5
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;***********************************************************************
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;* Inventory costs: The maximum APs for inventory costs *
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;***********************************************************************
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AP_INV_MAX_COST = 25
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;***********************************************************************
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;* Suppression AP values *
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;* Maximum AP penalty from suppression fire from a single attack *
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;* Maximum AP penalty from suppression fire for an entire turn *
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;* Modifier for how effective a suppression point is *
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;* Modifier for how effective morale lost from suppression is *
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;***********************************************************************
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AP_MAX_SUPPRESSED = 64
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AP_MAX_TURN_SUPPRESSED = 200
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AP_SUPPRESSION_MOD = 24
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AP_LOST_PER_MORALE_DROP = 12
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;***********************************************************************
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;* Minimum possible value AP can be reduced to *
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;***********************************************************************
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AP_MIN_LIMIT = -100
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AP_SUPPRESSION_SHOCK_DIVISOR = 4
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AP_LOSS_PER_LEGSHOT_DAMAGE = 4
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;***********************************************************************
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;* Default values to calculate AP-costs shown in Infoboxes of guns. *
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;***********************************************************************
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DEFAULT_APS = 80
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DEFAULT_AIMSKILL = 80
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;***********************************************************************
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;* Fortification-centered AP costs
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;***********************************************************************
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AP_FORTIFICATION = 250
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AP_REMOVE_FORTIFICATION = 150
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AP_FILL_SANDBAG = 200
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;***********************************************************************
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;* The APs needed to eat *
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;***********************************************************************
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AP_EAT = 80
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;***********************************************************************
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;* The APs needed to clean a weapon *
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;***********************************************************************
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AP_CLEANINGKIT = 80
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;***********************************************************************
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;* The APs needed to disguise *
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;***********************************************************************
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AP_DISGUISE = 80
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;***********************************************************************
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;* The APs needed to handcuff someone *
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;***********************************************************************
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AP_HANDCUFF = 50
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;***********************************************************************
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;* The APs needed to apply an item to someone else *
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;***********************************************************************
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AP_APPLYITEM = 50
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;***********************************************************************
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;* The APs for arming a bomb/grenade in inventory *
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;***********************************************************************
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AP_INVENTORY_ARM = 20
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;***********************************************************************
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;* The APs for activating the spotter skill *
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;***********************************************************************
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AP_SPOTTER = 20
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[BPConstants]
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;***********************************************************************
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;* Ratio of breath points to 1 energy (default = 100) *
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;* higher value means smaller energy changes for every action *
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;***********************************************************************
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BP_RATIO_RED_PTS_TO_NORMAL = 100
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;***********************************************************************
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;* Breath recovery multiplier in realtime mode *
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;* possible values from 100 to 1000 (default = 100) *
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;* 100 means 1x reg, 1000 means 10x reg *
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;***********************************************************************
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BP_RT_BREATH_RECOVER_MODIFIER = 100
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;***********************************************************************
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;* Breath drain multiplier for movement in realtime mode *
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;* possible values from 100 to 1000 (default = 125) *
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;* 100 means 1x drain, 1000 means 10x drain *
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;***********************************************************************
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BP_RT_BREATH_DEDUCT_MODIFIER = 125
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BP_RUN_ENERGYCOSTFACTOR = 3
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BP_WALK_ENERGYCOSTFACTOR = 1
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BP_SWAT_ENERGYCOSTFACTOR = 2
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BP_CRAWL_ENERGYCOSTFACTOR = 4
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BP_RADIO = 0
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BP_USE_DETONATOR = 0
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;***********************************************************************
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;* These four values are dynamically adjusted based on AP_MAXIMUM *
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;***********************************************************************
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BP_PER_AP_NO_EFFORT = -50
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BP_PER_AP_MIN_EFFORT = -25
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BP_PER_AP_LT_EFFORT = -12
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BP_PER_AP_MOD_EFFORT = 6
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;***********************************************************************
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;* Breath costs for various actions *
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;***********************************************************************
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BP_MOVEMENT_FLAT = 5
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BP_MOVEMENT_GRASS = 10
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BP_MOVEMENT_BUSH = 20
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BP_MOVEMENT_RUBBLE = 35
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BP_MOVEMENT_SHORE = 50
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BP_MOVEMENT_LAKE = 75
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BP_MOVEMENT_OCEAN = 100
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BP_MODIFIER_WEAPON_READY = 30
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BP_CROUCH = 10
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BP_PRONE = 10
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BP_CLIMBROOF = 500
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BP_CLIMBOFFROOF = 250
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BP_JUMPFENCE = 200
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BP_JUMPFENCEBPACK = 500
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BP_STEAL_ITEM = 50
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BP_START_FIRST_AID = 0
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BP_GET_HIT = 200
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BP_GET_WOUNDED = 50
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BP_FALL_DOWN = 250
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BP_OPEN_DOOR = 30
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BP_PICKLOCK = 50
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BP_EXAMINE_DOOR = 20
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BP_BOOT_DOOR = 200
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BP_USE_CROWBAR = 350
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BP_UNLOCK_DOOR = 50
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BP_EXPLODE_DOOR = 40
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BP_UNTRAP_DOOR = 150
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BP_LOCK_DOOR = 50
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BP_USEWIRECUTTERS = 200
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BP_DROP_BOMB = 0
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BP_BURY_MINE = 250
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BP_DISARM_MINE = 0
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BP_JUMP_OVER = 250
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BP_BACK_PACK = 50
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BP_WORK_ZIPPER = 250
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BP_UNJAM = 0
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BP_JUMPOFFWALL = 250
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BP_JUMPWALL = 500
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BP_FORTIFICATION = 700
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BP_REMOVE_FORTIFICATION = 400
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BP_FILL_SANDBAG = 500
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BP_HANDCUFF = 100
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BP_APPLYITEM = 50
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BP_INVENTORY_ARM = 10 |