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Added missing "ja2_options.ini" properties for last exe build (2567):
AUTO_SAVE_ON_ASSERTION_FAILURE --------------------- GAME_PROGRESS_MINIMUM GAME_PROGRESS_INCREMENT IMP_STARTING_LEVEL SMART_GOGGLE_SWITCH AUTOMATICALLY_FLAG_MINES -------------------- MAX_NUMBER_PLAYER_MERCS MAX_NUMBER_PLAYER_VEHICLES MAX_NUMBER_ENEMIES MAX_NUMBER_CREATURES MAX_NUMBER_REBELS MAX_NUMBER_CIVS --------------------- NEW_AGGRESSIVE_AI --------------------- TONY_USES_BR_SETTING DEVIN_USES_BR_SETTING git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1083 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -170,6 +170,8 @@ DEAD_LOCK_DELAY = 30
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; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
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ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
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; Automatically try to save when an assertion failure occurs
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AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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@@ -454,6 +456,27 @@ GAME_PROGRESS_INCOME = 50
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; Sectors visited
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GAME_PROGRESS_VISITED = 0
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; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
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; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
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; These values will also affect the inventory at Bobby Rays because it is based off game progress.
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;
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; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses
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; it this value is used as the game progress.
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GAME_PROGRESS_MINIMUM = 0
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; The increment is just added to the normally computed game progress but of course cannot make it higher than 100%
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GAME_PROGRESS_INCREMENT = 0
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; The starting level of IMP mercs, 1 through 7, default is 1
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IMP_STARTING_LEVEL = 1
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; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day
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; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
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SMART_GOGGLE_SWITCH = TRUE
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; If TRUE when a character finds a mine they will automatically put a blue flag there without asking
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; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
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AUTOMATICALLY_FLAG_MINES = TRUE
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;******************************************************************************************************************************
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; Time when some global events occur
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@@ -469,6 +492,22 @@ GAME_PROGRESS_MIKE_AVAILABLE = 50
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; Default 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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;******************************************************************************************************************************
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; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
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;******************************************************************************************************************************
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; Player mercs, valid values 16 through 32, default is 24
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MAX_NUMBER_PLAYER_MERCS = 24
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; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
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MAX_NUMBER_PLAYER_VEHICLES = 2
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; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
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MAX_NUMBER_ENEMIES = 32
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; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
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MAX_NUMBER_CREATURES = 32
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; Rebels (i.e., militia), valid values 16 through 64, default is 32
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MAX_NUMBER_REBELS = 32
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; Civilians, valid values 16 through 40, default is 32
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MAX_NUMBER_CIVS = 32
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;******************************************************************************************************************************
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; Strategic Events on/off
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;******************************************************************************************************************************
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@@ -506,6 +545,9 @@ GUN_DAMAGE_MULTIPLIER = 0
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MAX_STRATEGIC_TEAM_SIZE = 20
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; This is not used yet
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NEW_AGGRESSIVE_AI = FALSE
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; Amount of troops avaliable to the queen at game start
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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@@ -698,6 +740,15 @@ MINIMUM_MILITIA_SQUAD_SIZE = 5
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; Maximum possible militia squad size
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MAXIMUM_MILITIA_SQUAD_SIZE = 20
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;******************************************************************************************************************************
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; Merchant coolness settings
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; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
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; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
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;******************************************************************************************************************************
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TONY_USES_BR_SETTING = FALSE
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DEVIN_USES_BR_SETTING = TRUE
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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; Keep in mind that there is not enough room on the strategic map to display more than 20
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@@ -890,6 +941,6 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
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USE_ENHANCED_DESCRIPTION_BOX = 0
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;******************************************************************************************************************************
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; Use the file "prof.dat" for all difficult settings. This only makes sense for Modders.
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; Use the file "prof.dat" for all difficult settings instead of the specific ones.
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;******************************************************************************************************************************
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ALWAYS_USE_PROF_DAT = FALSE
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@@ -170,6 +170,8 @@ DEAD_LOCK_DELAY = 30
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; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
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ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
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; Automatically try to save when an assertion failure occurs
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AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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@@ -452,6 +454,28 @@ GAME_PROGRESS_INCOME = 50
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; Sectors visited
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GAME_PROGRESS_VISITED = 0
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; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
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; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
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; These values will also affect the inventory at Bobby Rays because it is based off game progress.
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;
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; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses
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; it this value is used as the game progress.
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GAME_PROGRESS_MINIMUM = 0
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; The increment is just added to the normally computed game progress but of course cannot make it higher than 100%
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GAME_PROGRESS_INCREMENT = 0
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; The starting level of IMP mercs, 1 through 7, default is 1
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IMP_STARTING_LEVEL = 1
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; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day
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; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
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SMART_GOGGLE_SWITCH = FALSE
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; If TRUE when a character finds a mine they will automatically put a blue flag there without asking
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; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
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AUTOMATICALLY_FLAG_MINES = FALSE
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;******************************************************************************************************************************
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; Time when some global events occur
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; Range: 0-100%
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@@ -466,6 +490,22 @@ GAME_PROGRESS_MIKE_AVAILABLE = 50
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; Default 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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;******************************************************************************************************************************
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; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
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;******************************************************************************************************************************
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; Player mercs, valid values 16 through 32, default is 24
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MAX_NUMBER_PLAYER_MERCS = 24
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; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
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MAX_NUMBER_PLAYER_VEHICLES = 2
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; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
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MAX_NUMBER_ENEMIES = 32
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; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
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MAX_NUMBER_CREATURES = 32
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; Rebels (i.e., militia), valid values 16 through 64, default is 32
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MAX_NUMBER_REBELS = 32
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; Civilians, valid values 16 through 40, default is 32
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MAX_NUMBER_CIVS = 32
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;******************************************************************************************************************************
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; Strategic Events on/off
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;******************************************************************************************************************************
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@@ -503,6 +543,8 @@ GUN_DAMAGE_MULTIPLIER = 0
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MAX_STRATEGIC_TEAM_SIZE = 20
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; This is not used yet
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NEW_AGGRESSIVE_AI = FALSE
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; Amount of troops avaliable to the queen at game start
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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@@ -694,6 +736,14 @@ MINIMUM_MILITIA_SQUAD_SIZE = 5
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; Maximum possible militia squad size
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MAXIMUM_MILITIA_SQUAD_SIZE = 20
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;******************************************************************************************************************************
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; Merchant coolness settings
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; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
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; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
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;******************************************************************************************************************************
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TONY_USES_BR_SETTING = FALSE
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DEVIN_USES_BR_SETTING = TRUE
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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@@ -864,15 +914,6 @@ ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
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SLAY_FOREVER = FALSE
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;******************************************************************************************************************************
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; Loose round reload system.
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; AP_COST_PER_ROUND represents the AP cost to reload a single round of ammunition
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; WRONG_MAG_MULT is the multiplier applied to reload AP cost when trying to reload from an improper sized mag
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;******************************************************************************************************************************
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AP_COST_PER_ROUND = 2
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WRONG_MAG_MULT = 1.5
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;******************************************************************************************************************************
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; Allow the item description and stack popup windows to be accessed from the sector inventory panel
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;******************************************************************************************************************************
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@@ -898,6 +939,6 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
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USE_ENHANCED_DESCRIPTION_BOX = 0
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;******************************************************************************************************************************
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; Use the file "prof.dat" for all difficult settings. This only makes sense for Modders.
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; Use the file "prof.dat" for all difficult settings instead of the specific ones.
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;******************************************************************************************************************************
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ALWAYS_USE_PROF_DAT = FALSE
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