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added missing options to ini
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1681 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -890,6 +890,9 @@ SHOT_HEAD_DIVISOR = 2
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SHOOT_UNSEEN_PENALTY = 100
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SHOOT_UNSEEN_PENALTY = 100
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; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
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; This saves AP if we decide to immediately continue moving to another location.
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NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1126,6 +1129,28 @@ ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
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SPECIAL_NPCS_STRONGER = 75
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SPECIAL_NPCS_STRONGER = 75
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; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
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ASSASSINS_DISGUISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemy Assassins
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; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait
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; new trait system is required for this, and new inventory is system is heavily advised
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;------------------------------------------------------------------------------------------------------------------------------
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; TRUE: assassins can appear
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ENEMY_ASSASSINS = FALSE
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; minimum progress required for assassins to appear
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ASSASSIN_MINIMUM_PROGRESS = 20
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; assassins can only spawn if at least x militia are in sector
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ASSASSIN_MINIMUM_MILITIA = 10
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; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
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; sector, there is a 10% chance of assassins showing up
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; 200 means that the chance is 20%, 50 means 5%, and so on
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ASSASSIN_PROPABILITY_MODIFIER = 100
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1337,7 +1362,7 @@ DISPLAY_SCOPE_MODES = TRUE
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; external feeding
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only fro other mercs 2 = from other mercs and dedicated slots from ourself
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; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
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EXTERNAL_FEEDING = 2
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EXTERNAL_FEEDING = 2
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1547,6 +1572,9 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE
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CAN_JUMP_THROUGH_WINDOWS = TRUE
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CAN_JUMP_THROUGH_WINDOWS = TRUE
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; allows jumping through closed windows, smashing them while jumping
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CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
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; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2029,6 +2057,9 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = TRUE
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ZOMBIE_CAN_CLIMB = TRUE
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; Can zombies jump through windows?
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ZOMBIE_CAN_JUMP_WINDOWS = TRUE
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; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
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; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
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; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
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; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
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; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
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; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
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@@ -2054,6 +2085,9 @@ ZOMBIE_DIFFICULTY_LEVEL = 3
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; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
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; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
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ZOMBIE_RISE_WITH_ARMOUR = FALSE
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ZOMBIE_RISE_WITH_ARMOUR = FALSE
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; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
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; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
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ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2088,7 +2122,7 @@ POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
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POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
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; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
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; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
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; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
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@@ -2320,7 +2354,10 @@ GAME_PROGRESS_MIKE_AVAILABLE = 50
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; Default 70
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; Default 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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; The queen decides to go on the offensive. WARNING: This will be hard!
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; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
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GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
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GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
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@@ -2339,6 +2376,13 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70
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TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
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TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
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; This enables massive counterattacks in all cities, just like in Drassen.
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; NOTE: These attacks will be huge. You have been warned.
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; 0: no attacks
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; 1: counterattacks on all cities possible
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; 2: 1 + major offensives depending on game progress
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AGGRESSIVE_STRATEGIC_AI = 2
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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@@ -2681,6 +2725,8 @@ ATTACHMENT_DROP_RATE = 10
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MAX_ENEMY_ATTACHMENTS = 6
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MAX_ENEMY_ATTACHMENTS = 6
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; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
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SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -3270,6 +3316,12 @@ REPAIR_RATE_DIVISOR = 2500
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; down repair. A lower value speeds it up.
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; down repair. A lower value speeds it up.
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REPAIR_SESSIONS_PER_DAY = 24
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REPAIR_SESSIONS_PER_DAY = 24
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;------------------------------------------------------------------------------------------------------------------------------
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; SquadNames
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;------------------------------------------------------------------------------------------------------------------------------
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; use squadnames from SquadNames.xml
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USE_XML_SQUADNAMES = FALSE
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[Clock Settings]
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[Clock Settings]
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