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- aim click bonus for shotguns is now again 1 (hunter) or 2 (ranger) - new aim click bonus for rifles that is half the shotgun bonus. With the default value of "1" this means 0 for hunter and 1 for ranger. This does NOT stack with the sniper bonus! It's one or the other depending on which is higher. - new speed bonus to reloading single shells into shotguns - new range bonus for shotguns of 10% (hunter) or 20% (ranger) The following values have been increased from 1.0 because shotguns were too slow to fire in general: SP4T_SHOTGUN_MODIFIER = 1.3 BURST_AP_SHOTGUN_MODIFIER = 1.3 AF_SP5AP_SHOTGUN_MODIFIER = 1.3 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2214 4f8fa57e-7814-0410-bad4-adc449f26b7c
844 lines
35 KiB
INI
844 lines
35 KiB
INI
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; ***** *** * * ***** *** ;
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; * * * * * * * * ;
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; * *** * * * * *** ;
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; * * * ***** * * * ;
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; * * * * * * * *** ;
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; ;
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;*********************************;
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[Generic Traits Settings]
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;******************************************************************************************************************************
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; !IMPORTANT! - all following settings only work in games, where "New Trait System" was chosen.
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;------------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
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; Values from 2 to 30 are allowed.
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; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
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; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_NUMBER_OF_TRAITS = 10
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; Number if Skill Traits available when creating IMP.
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MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
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; Number of Major Trait slots allowed for player mercs.
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; Values from 2 to 20 are allowed.
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NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
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; Number of Major Trait slots allowed when creating IMP.
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; Values from 2 to 20 are allowed.
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NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2
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; Do traits set minimum attributes when selected?
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SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
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;******************************************************************************************************************************
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; The following modifiers simply affects relevant weapons CtH (or dodging)
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; keep in mind that all of this can be compensated through skill traits
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;------------------------------------------------------------------------------------------------------------------------------
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ASSAULT_RIFLES_CTH_MODIFIER = -5
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SNIPER_RIFLES_CTH_MODIFIER = -10
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RIFLES_CTH_MODIFIER = -5
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SMGS_CTH_MODIFIER = -5
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LMGS_CTH_MODIFIER = -10
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SHOTGUNS_CTH_MODIFIER = -5
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PISTOLS_CTH_MODIFIER = -5
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MACHINE_PISTOLS_CTH_MODIFIER = -5
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ROCKET_LAUNCHERS_CTH_MODIFIER = -25
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GRENADE_LAUNCHERS_CTH_MODIFIER = -25
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MORTAR_CTH_MODIFIER = -60
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THROWING_KNIVES_CTH_MODIFIER = -15
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THROWING_GRENADES_CTH_MODIFIER = -10
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HTH_ATTACK_CTH_MODIFIER = -15
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CHANCE_TO_DODGE_HTH_MODIFIER = -10
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KNIFE_ATTACK_CTH_MODIFIER = -10
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CHANCE_TO_DODGE_KNIFE_MODIFIER = -10
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;******************************************************************************************************************************
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; basic modifier to robot's CtH (technicians can compensate this)
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;------------------------------------------------------------------------------------------------------------------------------
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ROBOT_CTH_MODIFIER = -10
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;******************************************************************************************************************************
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; CtH penalty to both shots if firing two weapons
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;------------------------------------------------------------------------------------------------------------------------------
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DUAL_SHOT_CTH_PENALTY = 25
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;******************************************************************************************************************************
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; The following affects how much stamina is lost for relevant close combat attacks
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; (zero is normal, minus means less breath lost than normal), keep in mind that
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; martial arts can compensate this
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;------------------------------------------------------------------------------------------------------------------------------
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PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER = -10
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PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER = -25
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PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER = -20
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;******************************************************************************************************************************
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; this controls how many APs the aimed punches or knife-stabs cost
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; The modifier presents a number multiplied by basic aim-click AP cost (usually 4) added
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; to the original punch/stab APs.
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; So "3" set here means +12 APs on top of basic punch/stab APs.
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;------------------------------------------------------------------------------------------------------------------------------
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MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS = 3
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MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS = 3
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;******************************************************************************************************************************
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; decreases/increases effectiveness of certain assignments (compensated by some traits)
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; negative value makes the assignment harder and vice versa
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;------------------------------------------------------------------------------------------------------------------------------
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DOCTORING_SPEED_MODIFIER = -25
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BANDAGING_SPEED_MODIFIER = -25
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REPAIRING_SPEED_MODIFIER = -25
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TRAIN_MILITIA_MODIFIER = -10
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TEACHING_OTHERS_MODIFIER = -15
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LOCKPICKING_CHECK_MODIFIER = -10
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;******************************************************************************************************************************
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; Modifiers for certain skill checks, negative values make the check harder
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;------------------------------------------------------------------------------------------------------------------------------
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ATTACHING_DETONATORS_CHECK_MODIFIER = -15
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SET_EXPLOSIVES_CHECK_MODIFIER = -15
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DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER = -15
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DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER = -15
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ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER = -15
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;******************************************************************************************************************************
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; Damage resistance of tanks can be changed here, zero means normal, it is set to 40 by default
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; to make Heavy Weapons trait more useful
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;------------------------------------------------------------------------------------------------------------------------------
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TANKS_DAMAGE_RESISTANCE_MODIFIER = 40
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;******************************************************************************************************************************
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; This is the minimum damage a soldier can receive for stat loss to occur.
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; The chance to loose any stat is also measured by this.
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; Normally this was 30, we set it to half by default in STOMP, because we can repair stats now with doctor trait
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;------------------------------------------------------------------------------------------------------------------------------
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DAMAGE_NEEDED_TO_LOSE_STATS = 15
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Auto Weapons]
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; Percentage APs reduction needed to fire LMGs on burst or autofire modes
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FIRING_SPEED_BONUS_LMGS = 10
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; CtH bonuses for specialization
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BONUS_CTH_ASSAULT_RIFLES = 5
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BONUS_CTH_SMGS = 5
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BONUS_CTH_LMGS = 5
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; Percentage reduction of auto fire penalty
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AUTOFIRE_PENALTY_REDUCTION = 30
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; Increased autofire control
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; (in Ja2 1.13 this was 2, but better keep it around 4)
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UNWANTED_BULLETS_REDUCTION = 5
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; Percentage reduction for APs needed to ready/raise LMGs
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PERCENT_AP_READY_LMG_REDUCTION = 10
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Heavy Weapons]
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; Increased speed by percentage when firing
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GRENADE_LAUNCHERS_FIRE_AP_REDUCTION = 20
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ROCKET_LAUNCHERS_FIRE_AP_REDUCTION = 20
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; CtH bonuses
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BONUS_CTH_GRENADE_LAUNCHERS = 25
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BONUS_CTH_ROCKET_LAUNCHERS = 25
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; Percentage APs reduction needed to fire mortar
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MORTAR_FIRE_AP_REDUCTION = 10
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; Mortar CtH penalty percentage adjustment
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MORTAR_CTH_PENALTY_REDUCTION = 50
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; Damage to tanks increased by percentage
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DAMAGE_TO_TANKS_PERCENT_BONUS = 30
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; General damage except tanks increased by percentage
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HW_DAMAGE_PERCENT_BONUS = 15
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Sniper]
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; CtH bonus for specialization
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BONUS_CTH_RIFLES = 5
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BONUS_CTH_SNIPER_RIFLES = 10
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; Reduced effective range to target for aim calculations
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EFFECTIVE_RANGE_TO_TARGET_REDUCTION = 5
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; Bonus to CtH per click for rifles
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AIMING_BONUS_PER_CLICK_RIFLES = 10
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; These two determines damage bonus beyond certain number of clicks. The second value means
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; from which click included the damage bonus applies, can be also set to zero meaning you gain
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; the bonus even without aiming
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GUN_DAMAGE_BONUS_PER_CLICK = 5
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GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 3
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; Percentage bonus to speed when chambering new round in bolt action rifles
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CHAMBER_ROUND_APS_REDUCTION = 25
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; Bonus aim clicks for rifles (you should keep dynamic aiming
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; ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Ranger]
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; CtH bonus for specialization
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BONUS_CTH_RIFLES = 5
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BONUS_CTH_SHOTGUNS = 10
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; Percentage APs reduction needed to pump shotguns
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PUMP_SHOTGUNS_APS_REDUCTION = 25
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; Percentage APs reduction to fire shotguns
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FIRING_SPEED_BONUS_SHOTGUNS = 10
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; This option increases possible aiming clicks for shotguns (you should keep dynamic aiming
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; restriction ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1
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; Percentage range bonus for shotguns
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EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10
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; Percentage reload speed bonus for loading single shells in shotguns
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RELOAD_SPEED_SHOTGUNS_MANUAL = 15
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Gunslinger]
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; CtH bonus for specialization
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BONUS_CTH_PISTOLS = 10
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BONUS_CTH_MACHINE_PISTOLS = 5
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; If this is true, the above bonus to CtH for machine pistols only applies on single shots
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CTH_MP_EXCLUDE_AUTOFIRE = TRUE
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; Bonus to CtH per click with pistols and machine pistols
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AIMING_BONUS_PER_CLICK_HANDGUNS = 5
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; Percentage APs reduction to fire pistols and revolvers
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; You should consider that "15" means that expert gunslinger has the same bonus to firing
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; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount
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; reflex sights, this gives them at least some compensation
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FIRING_SPEED_BONUS_PISTOLS = 15
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; Percentage bonus to pistols range
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; (Well, this bonus can look weird, I know..)
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EFFECTIVE_RANGE_BONUS_PISTOLS = 10
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; Percentage APs reduction needed to ready/raise pistols and revolvers
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PERCENT_AP_READY_PISTOLS_REDUCTION = 15
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; Percentage APs reduction needed to reload pistols and such
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RELOAD_SPEED_HANDGUNS_BONUS = 25
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; This option increases possible aiming clicks for handguns (you should keep dynamic aiming
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; restriction ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Martial Arts]
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; Percentage APs reduction needed for a HtH attack.
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; Doesn't work if you have weapon in your hands such as nunchaku/baton. Only brass knuckles
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; are allowed for this.
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PUNCH_APS_REDUCTION = 15
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; CtH bonus for specialization with bare hands
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BONUS_CTH_BARE_HANDS = 30
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; CtH bonus for specialization with brass knuckles
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BONUS_CTH_KNUCKLES = 25
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; Percent bonus to HtH damage
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BONUS_HTH_DAMAGE = 30
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; Percentage bonus to target's energy loss due to your HtH attacks
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BONUS_HTH_BREATH_DAMAGE = 15
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; This option controls how long it takes the enemy before they start to regain their lost energy
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; when hit by your martial artist. "100" means they are knocked out and the enemy can stay down even 12
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; turns before getting up.
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LOST_BREATH_REGAIN_PENALTY = 100
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; Percentage bonus to damage dealt with aimed punches or spinning kicks
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; aimed punches already has +50% bonus, so this is on top of it (+100% with one level of trait, +150% with two)
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AIMED_PUNCH_DAMAGE_BONUS = 50
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; CtH bonus with aimed punches or spinning kicks.
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; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that
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; for martial artists here as you like. (I would prefer to make it slightly lesser accurate to
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; compensate the huge damage it deals.)
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AIMED_PUNCH_CTH_MODIFIER = 0
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; Bonus chance to dodge HtH attacks no matter what you're carrying in your hands
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BONUS_CHANCE_TO_DODGE_HTH = 30
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; Extra chance to dodge if bare handed
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ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS = 5
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; Extra chance to dodge if wielding brass knuckles
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ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES = 0
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; Extra chance to dodge blades and blunt melee weapons
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BONUS_CHANCE_TO_DODGE_MELEE = 20
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; Percentage APs reduction when grabbing enemy weapons from their hands
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APS_TO_STEAL_WEAPON_REDUCTION = 25
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; Percentage APs reduction needed to crouch, go prone, and stand up
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APS_CHANGE_STANCE_REDUCTION = 25
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; Percentage APs reduction needed to turn around
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APS_TURN_AROUND_REDUCTION = 25
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; Percentage APs reduction needed to climb on/off roofs and jump fences
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APS_CLIMB_OR_JUMP_REDUCTION = 25
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; Reduced chance to be interrupted by enemies when charging towards them (in their direction)
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; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding
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; nothing or a blade in his hands
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REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40
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; Extra chance to knock open doors
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CHANCE_KICK_DOORS_BONUS = 25
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; If set to true, you may gain fancy martial arts animations only if chosen "Martial Arts" as both major traits
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PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Squadleader]
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; Determines the proximity mercs have to be in order to receive bonuses from the squadleader (in tiles)
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BONUSES_RADIUS_NORMAL = 10
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; If both squadleader and the soldier wear extended ears(or similar devices), the proximity is increased to this value tiles
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BONUSES_RADIUS_EXTENDED_EAR = 20
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; Max number of active bonuses from squadleaders/deputies for a single soldier
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MAX_STACKABLE_BONUSES = 3
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; Percentage bonus for mercs' max APS in squadleader's vicinity
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BONUS_APS_PERCENT_IN_RADIUS = 5
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; Bonus to XP level for mercs in squadleader's vicinity
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EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1
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; Effective level value of squadleader is increased by this value when acting as "psychic support" for suppression tolerance of nearby soldiers
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; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini)
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EFFECTIVE_LEVEL_AS_STANDBY = 1
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; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only)
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TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20
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; Bonus to suppression tolerance for the squadleader and teammates in his vicinity
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OVERALL_SUPRESSION_BONUS_PERCENT = 20
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; Bonus to morale gain for mercs in vicinity
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MORALE_GAIN_BONUS = 1
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; Morale goes down slower if squadleader is in vicinity
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MORALE_LOSS_REDUCTION = 1
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; Squadleader's resistance to fear percentage
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SL_FEAR_RESISTANCE = 50
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; Multiplier effecting morale loss in case of squadleader's death
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SL_DEATH_MORALE_LOSS_MULTIPLIER = 1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Technician]
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; Percentage bonus to repair speed
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REPAIR_SPEED_BONUS_PERCENT = 25
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; Percentage bonus to lockpicking including electronic locks
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LOCKPICKING_BONUS = 30
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; Percentage bonus to disarming electronic traps
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DISARMING_ELECTRONIC_TRAPS_BONUS = 40
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; Percentage bonus to attaching and merging items
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COMBINING_ITEMS_BONUS = 40
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; Percentage bonus to unjamming weapons
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UNJAMMING_GUN_BONUS = 20
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; Penalty to repair speed of electronics is reduced by this percentage
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REPAIR_ELECTRONICS_PENALTY_REDUCTION = 50
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; Increases the chance to find hidden traps and mines
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EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS = 2
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; Bonus CtH when controlling the robot
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ROBOT_CTH_BONUS = 10
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; Repairing speed of the robot is penalized, but this number reduces percentually this penalty
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REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
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; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
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NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Doctor]
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; How many doctor traits are needed to be able to perform surgery.
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; Value can be 0, 1 or 2 :
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; 0 - Everyone can do a surgery, but can only heal BASE_PERCENT_SURGERY_HEAL percent of lost health
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; 1 - Only Paramedics and doctors can perform the surgery
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; 2 - Only Doctors can perform the surgery
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NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
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; How many life can be restored by surgery from every wound is based on these two values.
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; The percent health healable is : ( base_percent_surgery_heal + <num of doctor traits merc has> * ontop_percent_surgery_heal_per_trait )
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BASE_PERCENT_SURGERY_HEAL = 10
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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; Determines the percentage of medical supplies are used for surgery
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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; Pacients stamina points lost per percents of life point healed
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MAX_ENERGY_LOSS_FOR_LIFE_HEALED = 100
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; The speed rateof stat repairing is : ( repair_stats_rate_basic + <num of doctor traits merc has> * repair_stats_rate_ontop )
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; (With values 20 and 40, this means that paramedic has a rate of 60, Doctor a rate of 100.)
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REPAIR_STATS_RATE_BASIC = 20
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REPAIR_STATS_RATE_ONTOP = 40
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; Percentage reduction of repairing lost stats speed if healing health at the same time
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REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING = 50
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; Percentage reduction of healing health speed if repairing lost stats at the same time
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HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS = 50
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; Display message about regaining stats
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SHOW_MESSAGE_ABOUT_STATS_REGAINED = TRUE
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; Percentage bonus to doctor assignment effectiveness
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DOCTOR_ASSIGNMENT_BONUS_PERCENT = 25
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; Percentage bonus to bandaging speed
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BANDAGING_SPEED_PERCENT = 30
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; Percentage bonus to natural regeneration speed for other mercs in the same sector
|
|
NATURAL_REGENERATION_IN_SECTOR_BONUS = 10
|
|
|
|
; Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs
|
|
MAX_NATURAL_REGEN_BONUSES = 4
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Ambidextrous]
|
|
|
|
; CtH penalty when dual shooting is reduced by this many percents
|
|
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
|
|
|
|
; Percentage bonus to reload speed for all magazine weapons
|
|
RELOAD_SPEED_WITH_MAGAZINE_BONUS = 20
|
|
|
|
; Percentage bonus to reload speed for all loose rounds weapons
|
|
RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 33
|
|
|
|
; Percentage bonus to item pickup speed
|
|
PICK_ITEM_AP_REDUCTION = 33
|
|
|
|
; Percentage bonus to speed when using a backpack
|
|
WORK_BACKPACK_AP_REDUCTION = 33
|
|
|
|
; Percentage bonus to speed when handling doors
|
|
HANDLE_DOORS_AP_REDUCTION = 33
|
|
|
|
; Percentage bonus to speed when using bombs
|
|
HANDLE_BOMBS_AP_REDUCTION = 33
|
|
|
|
; Percentage bonus to speed when merging items
|
|
ATTACH_ITEMS_AP_REDUCTION = 33
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Melee]
|
|
|
|
; Percentage bonus to speed when using blades
|
|
BLADE_ATTACK_APS_REDUCTION = 20
|
|
|
|
; CtH bonus when using blades
|
|
CTH_BLADES_BONUS = 35
|
|
|
|
; CtH bonus when using blunt weapons (except brass knuckles)
|
|
CTH_BLUNT_WEAPONS_BONUS = 25
|
|
|
|
; Percentage bonus to damage when using all blades
|
|
DAMAGE_BONUS_BLADES = 30
|
|
|
|
; Percentage bonus to damage when using blunt weapons (except brass knuckles)
|
|
DAMAGE_BONUS_BLUNT_WEAPONS = 30
|
|
|
|
; Percentage bonus to damage when using an aimed attack in melee
|
|
AIMED_MELEE_ATTACK_DAMAGE_BONUS = 50
|
|
|
|
; Percentage bonus to dodge a blade attack
|
|
BONUS_CHANCE_TO_DODGE_BLADES = 30
|
|
|
|
; Extra Percentage bonus to dodge a blade attack if wielding a blade
|
|
ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE = 20
|
|
|
|
; Percentage bonus to dodge a blunt weapon attack
|
|
BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS = 20
|
|
|
|
; Extra Percentage bonus to dodge a blunt weapon attack if wielding a blade
|
|
ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE = 10
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Throwing]
|
|
|
|
; Percentage bonus to speed when throwing blades
|
|
THROW_BLADE_APS_REDUCTION = 20
|
|
|
|
; Percentage bonus to max range when throwing blades
|
|
TH_BLADES_RANGE_BONUS = 15
|
|
|
|
; CtH bonus when throwing blades
|
|
TH_BLADES_CTH_BONUS = 25
|
|
|
|
; CtH bonus per aim click
|
|
TH_BLADES_CTH_BONUS_PER_AIM_CLICK = 5
|
|
|
|
; Percentage bonus to damage when throwing blades
|
|
TH_BLADES_DAMAGE_BONUS = 15
|
|
|
|
; Percentage bonus to damage per aim click when throwing blades
|
|
TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK = 10
|
|
|
|
; Percentage bonus to inflict a critical hit when throwing blades if not detected by enemy
|
|
TH_BLADES_SILENT_CRITICAL_HIT_CHANCE = 20
|
|
|
|
; Critical hit damage multiplier bonus
|
|
SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1
|
|
|
|
; Bonus aim clicks when throwing knives
|
|
POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Night Ops]
|
|
|
|
; Bonus to sight range in dark
|
|
SIGHT_RANGE_BONUS_IN_DARK = 1
|
|
|
|
; General bonus to hearing range (everytime)
|
|
BASIC_HEARING_RANGE_BONUS = 1
|
|
|
|
; Added hearing range bonus when on dark places
|
|
ONTOP_HEARING_RANGE_BONUS_IN_DARK = 2
|
|
|
|
;Increased chance to get interrupts during night time
|
|
INTERRUPTS_BONUS_IN_DARK = 2
|
|
|
|
;Stamina burn decreased
|
|
NEED_FOR_SLEEP_REDUCTION = 3
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Stealthy]
|
|
|
|
; The amount of APs added for sneaking is reduced by this percentage
|
|
STEALTH_MODE_SPEED_BONUS = 50
|
|
|
|
; Percentage bonus to move silently
|
|
BONUS_TO_MOVE_STEALTHILY = 40
|
|
|
|
; Percentage bonus to overall stealth, which gives better cover.
|
|
STEALTH_BONUS = 25
|
|
|
|
; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System)
|
|
REDUCED_CHANCE_TO_BE_INTERRUPTED = 20
|
|
|
|
; Cover penalty for moving is reduced by this value percentually
|
|
CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Athletics]
|
|
|
|
; Percentage bonus when moving
|
|
APS_NEED_FOR_MOVEMENT_REDUCTION = 25
|
|
|
|
; Percentage bonus to stamina burn when moving
|
|
BPS_SPENT_FOR_MOVEMENT_REDUCTION = 33
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Bodybuilding]
|
|
|
|
; Percentage bonus to damage resistance
|
|
DAMAGE_RESISTANCE = 25
|
|
|
|
; Percentage bonus to max carrying weight capacity
|
|
CARRY_WEIGHT_BONUS = 30
|
|
|
|
; Percentage reduction of stamina loss when hit by HtH attack
|
|
BREATH_LOSS_FOR_HTH_HIT_REDUCTION = 50
|
|
|
|
; Percentage bonus to knock down resistance if hit in legs
|
|
INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Demolitions]
|
|
|
|
; Bonus CtH when throwing grenades
|
|
CTH_WHEN_THROWING_GRENADES = 30
|
|
|
|
; Percentage APs reduction when throwing grenades
|
|
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25
|
|
|
|
; Percentage bonus to max range when throwing grenades
|
|
MAX_RANGE_TO_THROW_GRENADES = 20
|
|
|
|
; Percentage bonus to damage inflicted by bombs and mines
|
|
DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25
|
|
|
|
; Percentage bonus to attaching detonators to bombs
|
|
ATTACH_DETONATOR_CHECK_BONUS = 50
|
|
|
|
; Percentage bonus when planting bombs and mines
|
|
PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS = 50
|
|
|
|
; Makes bombs and mines harder to detect by enemies
|
|
PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS = 5
|
|
|
|
; Increased chance of using shaped charge successfully
|
|
SHAPED_CHARGE_DAMAGE_MULTIPLIER = 3
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Teaching]
|
|
|
|
; Percentage bonus to speed when training militia
|
|
BONUS_TO_TRAIN_MILITIA = 40
|
|
|
|
; Percentage bonus to leadership when determining effectiveness
|
|
EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING = 40
|
|
|
|
; Percentage bonus to speed when teaching other mercs
|
|
BONUS_TO_TEACH_OTHER_MERCS = 40
|
|
|
|
; Bonus points to skill when teaching said skill
|
|
EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS = 25
|
|
|
|
; Percentage bonus to speed when practicing self.
|
|
BONUS_ON_PRACTISING = 25
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Scouting]
|
|
|
|
; Bonus to sight range when using stand alone scopes or binoculars
|
|
SIGHT_RANGE_INCREASED_WITH_BINOCULARS = 40
|
|
|
|
; Bonus to sight range with scopes attached to weapons
|
|
SIGHT_RANGE_INCREASED_WITH_SCOPES = 10
|
|
|
|
; Percentage reduction to tunnel vision when using binoculars or stand alone scopes
|
|
TUNNEL_VISION_REDUCED_WITH_BINOCULARS = 20
|
|
|
|
; Ability to detect enemy presence in adjacent sectors
|
|
CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE
|
|
|
|
; Ability to determine exact enemy numbers in adjacent sectors
|
|
CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = TRUE
|
|
|
|
; Ability to detect enemy presence in sectors adjacent diagonally
|
|
ALLOW_DETECTION_IN_DIAGONAL_SECTORS = FALSE
|
|
|
|
; Ability to prevent enemy ambushes
|
|
PREVENTS_ENEMY_AMBUSHES = TRUE
|
|
|
|
; Ability to prevent bloodcat ambushes
|
|
PREVENTS_BLOODCATS_AMBUSHES = TRUE
|
|
|
|
; Display message if an ambush has been prevented
|
|
SHOW_MESSAGE_IF_AMBUSH_PREVENTED = TRUE
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Covert Ops]
|
|
|
|
; Bonus to cth with covert melee weapons
|
|
COVERT_MELEE_CTH_BONUS = 40
|
|
|
|
; Bonus chance to perform instakill with covert melee weapons
|
|
COVERT_MELEE_INSTAKILL_BONUS = 35
|
|
|
|
; AP reduction for disguise action in percent
|
|
COVERT_DISGUISE_PERCENT_AP_REDUCTION = 20
|
|
|
|
; if an enemy gets closer than this, he will inspect your equipment much more thorough
|
|
COVERT_CLOSE_DETECTION_RANGE = 10
|
|
|
|
; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse
|
|
COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
|
|
|
|
; elites can uncover a spy if disguised as an admin or regular soldier
|
|
; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier
|
|
; this works if they see the spy, their level exceeds the spies level + covert trait level,
|
|
; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles
|
|
COVERT_ELITES_UNCOVER_RADIUS = 6
|
|
|
|
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
|
|
COVERT_DETECTEDIFBLEEDING = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Radio Operator]
|
|
|
|
; artillery skill can be used (works for all teams)
|
|
RADIO_OPERATOR_ARTILLERY = TRUE
|
|
|
|
; incoming artillery shells don't land in a massive barrage, but over several turns. If you use this, it is necessary that you
|
|
; increase <ubDuration> of the signal smoke in Explosives.xml. Otherwise your own artillery will target the operator once the
|
|
; smoke runs out!
|
|
RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS = FALSE
|
|
|
|
; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
|
|
RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120
|
|
|
|
; AI artillery: number of mortars is number of soldiers divided by this
|
|
RADIO_OPERATOR_MORTAR_COUNT_DIVISOR = 6
|
|
|
|
; AI artillery: number of shells is mortar points divided by this
|
|
RADIO_OPERATOR_MORTAR_SHELL_DIVISOR = 30
|
|
|
|
; AI artillery: the total sum of mortars points is determined by the quality of soldiers
|
|
RADIO_OPERATOR_MORTAR_POINTS_ADMIN = 10
|
|
RADIO_OPERATOR_MORTAR_POINTS_TROOP = 15
|
|
RADIO_OPERATOR_MORTAR_POINTS_ELITE = 25
|
|
|
|
; artillery shells land within a x tiles radius of their target
|
|
RADIO_OPERATOR_MORTAR_RADIUS = 10
|
|
|
|
; the initial signal shell lands within x tiles radius of their target
|
|
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
|
|
|
|
; scan assignment: detect enemies up to x sectors away
|
|
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
|
|
|
|
; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
|
|
RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
|
|
|
|
; if frequencies are jammed, bombs cannot be activated/defused by remote
|
|
RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS = FALSE
|
|
|
|
; if a enemy radio operators jams frequencies, there is a 5% chance that he will activate remote bombs/defuses
|
|
RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Snitch]
|
|
|
|
; Base chance that snitch will inform about certain event (in percents)
|
|
BASE_CHANCE = 50
|
|
|
|
; How much chance is increased by relation between snitch and target (0.0 - 10.0)
|
|
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
|
|
MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0
|
|
|
|
; How much chance is decreased by relation between snitch and target (0.0 - 10.0)
|
|
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
|
|
SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5
|
|
|
|
; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0)
|
|
SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5
|
|
|
|
; Bonus to chance if merc is sociable (-100 - 100)
|
|
SOCIABLE_MERC_BONUS = 10
|
|
|
|
; Bonus to chance if merc is loner (-100 - 100)
|
|
LONER_MERC_BONUS = -10
|
|
|
|
; Bonus to chance if snitch and merc are on the same assignment (-100 - 100)
|
|
SAME_ASSIGNMENT_BONUS = 20
|
|
|
|
; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
|
|
; (-25 - 25)
|
|
MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
|
|
|
|
; Reputation gain per day if snitch is happy (0 - 100)
|
|
PASSIVE_REPUTATION_GAIN = 3
|
|
|
|
; Hearing range bonus (0 - 100)
|
|
HEARING_RANGE_BONUS = 1
|
|
|
|
; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0)
|
|
PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0
|
|
|
|
; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0)
|
|
PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
[Survival]
|
|
|
|
; Strategic map travel speed increased by a percentage if a survivalist is present in group
|
|
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30
|
|
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15
|
|
; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.)
|
|
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
|
|
|
|
; Percentage reduction of stamina burn when travelling
|
|
; (This only applies for survivalist himself.)
|
|
ENERGY_SPENT_TRAVEL_REDUCTION = 50
|
|
|
|
; Percentage of weather penalties reduced
|
|
WEATHER_PENALTIES_REDUCTION = 35
|
|
|
|
; Camouflage wear out percentage speed reduction
|
|
CAMO_WORNOUT_SPEED_REDUCTION = 75
|
|
|
|
; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu.
|
|
; This is the maximum range at which one can spot tracks.
|
|
TRACKER_MAX_RANGE = 30
|
|
|
|
; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30.
|
|
TRACKER_ABILITY = 30 |