- Fixed the wrong INI-Comments style "//" with the correct ones ";" and applied proper JA2 section formating style

o With this fix, the VFS.log should not report the "WARNING : could not extract key-value pair" anymore 

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1331 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2011-09-21 08:01:36 +00:00
parent bf24cce595
commit 29f12fb7d1
2 changed files with 410 additions and 368 deletions
+205 -184
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@@ -1,215 +1,223 @@
;///////////////////////////////////////////////////////////////
;// New CTH System and Shooting Mechanism ;******************************************************************************************************************************
;// ; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
;// These settings control the various parts of the new CTH and Shooting systems. ;******************************************************************************************************************************
// Most of these settings are used as multipliers for the various factors that
// control CTH calculation and shooting accuracy. ; These settings control the various parts of the new CTH and Shooting systems.
// ; Most of these settings are used as multipliers for the various factors that
// By raising or lowering a setting, you can influence the importance of a factor, ; control CTH calculation and shooting accuracy.
// for example how Marksmanship affects the total Base CTH you can have, or how ;
// bad it is to have wounds when trying to fire a gun. ; By raising or lowering a setting, you can influence the importance of a factor,
// ; for example how Marksmanship affects the total Base CTH you can have, or how
// Other settings control the system more abstractly. For instance, you can control ; bad it is to have wounds when trying to fire a gun.
// how hard it is to shoot moving targets, or the maximum possible deviation ;
// (inaccuracy) generated by guns. ; Other settings control the system more abstractly. For instance, you can control
// ; how hard it is to shoot moving targets, or the maximum possible deviation
// Each setting is accompanied by an explanation if possible. Make sure you know ; (inaccuracy) generated by guns.
// what the setting does, and how high or low you can set the value, before ;
// making any changes. ; Each setting is accompanied by an explanation if possible. Make sure you know
// Also please note that some values are FLOATS, meaning they need a decimal ; what the setting does, and how high or low you can set the value, before
// point behind them, even if that decimal point is followed by a 0. Other ; making any changes.
// values are INTEGERS, and do not accept a decimal point at all. ; Also please note that some values are FLOATS, meaning they need a decimal
///////////////////////////////////////////////////////////////////////////////// ; point behind them, even if that decimal point is followed by a 0. Other
; values are INTEGERS, and do not accept a decimal point at all.
;------------------------------------------------------------------------------------------------------------------------------
[General] [General]
// These settings control the shooting mechanism as a whole. In other words, ;------------------------------------------------------------------------------------------------------------------------------
// changing these settings will affect every shooter under any conditions. ; These settings control the shooting mechanism as a whole. In other words,
// You can use these settings to make shooting more or less accurate as you ; changing these settings will affect every shooter under any conditions.
// see fit. ; You can use these settings to make shooting more or less accurate as you
; see fit.
;------------------------------------------------------------------------------------------------------------------------------
// This setting represents the longest distance at which Iron Sights are 100% effective. ; This setting represents the longest distance at which Iron Sights are 100% effective.
// Beyond this range, shooting accuracy begins to drop, and a scope will be required ; Beyond this range, shooting accuracy begins to drop, and a scope will be required
// to avoid that drop. ; to avoid that drop.
// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will ; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
// negate penalties for shooting at twice this distance. A 10x scope will ; negate penalties for shooting at twice this distance. A 10x scope will
// negate penalties for shooting at ten times this distance. ; negate penalties for shooting at ten times this distance.
// By decreasing this value, you can make all shots more accurate, and naturally ; By decreasing this value, you can make all shots more accurate, and naturally
// make scopes more powerful. ; make scopes more powerful.
// ; This value is an INTEGER, with a range of 10 to 1000. The distance is
// This value is an INTEGER, with a range of 10 to 1000. The distance is ; measured in METERS, not tiles, so 100 means 10 tiles.
// measured in METERS, not tiles, so 100 means 10 tiles.
NORMAL_SHOOTING_DISTANCE = 70 NORMAL_SHOOTING_DISTANCE = 70
// This is the maximum angle, to either side of the shooter, that a bullet may fly. ; This is the maximum angle, to either side of the shooter, that a bullet may fly.
// The CTH system works by shooting bullets randomly inside this angle. Increasing ; The CTH system works by shooting bullets randomly inside this angle. Increasing
// your aim will make the angle smaller, thus making rounds more likely to hit the ; your aim will make the angle smaller, thus making rounds more likely to hit the
// target. ; target.
// ;
// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will ; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
// be 100% on target, regardless of aiming. ; be 100% on target, regardless of aiming.
// Decreasing this value causes all shots to be more accurate. ; Decreasing this value causes all shots to be more accurate.
DEGREES_MAXIMUM_APERTURE = 11 DEGREES_MAXIMUM_APERTURE = 11
// The Range Coefficient works with the listed weapon range to determine the weapons ; The Range Coefficient works with the listed weapon range to determine the weapons
// maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards ; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
// the ground. ; the ground.
RANGE_COEFFICIENT = 2.0 RANGE_COEFFICIENT = 2.0
// The Gravity Coefficient determines how powerful gravity is once it kicks into ; The Gravity Coefficient determines how powerful gravity is once it kicks into
// action - this happens when the bullet reaches the "maximum range" of the gun ; action - this happens when the bullet reaches the "maximum range" of the gun
// that fired it. ; that fired it.
// The lower this coefficient, the faster will bullets change their trajectory ; The lower this coefficient, the faster will bullets change their trajectory
// towards the ground, hitting it sooner. ; towards the ground, hitting it sooner.
// Conversely, by increasing this value you can let bullets fly further beyond ; Conversely, by increasing this value you can let bullets fly further beyond
// the max range of the gun. That will effectivelly let guns hit targets further ; the max range of the gun. That will effectivelly let guns hit targets further
// beyond their max range, though it is not a reliable way to hit any target. ; beyond their max range, though it is not a reliable way to hit any target.
GRAVITY_COEFFICIENT = 2.0 GRAVITY_COEFFICIENT = 2.0
// The Vertical Bias "flattens" the target appeture which restricts the vertical amoun ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
// by which a bullet can travel. Vertical bias is ultimately based on stance where ; by which a bullet can travel. Vertical bias is ultimately based on stance where
// a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
// a crouching target is midway between the two. ; a crouching target is midway between the two.
VERTICAL_BIAS = 0.5 VERTICAL_BIAS = 0.5
// The Scope Range Multiplier is applied against a scopes magnification to determine ; The Scope Range Multiplier is applied against a scopes magnification to determine
// the scopes minimum effective range. Sniper and Hunter training has a slight effect ; the scopes minimum effective range. Sniper and Hunter training has a slight effect
// on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
// this multiplier, the less effective scopes become. ; this multiplier, the less effective scopes become.
SCOPE_RANGE_MULTIPLIER = 0.7 SCOPE_RANGE_MULTIPLIER = 0.7
// The Side Facing Divisor is applied against the shooting offsets when a target is ; The Side Facing Divisor is applied against the shooting offsets when a target is
// facing directly perpendicular (i.e., East or West when shooter faces North or South) ; facing directly perpendicular (i.e., East or West when shooter faces North or South)
// to the shooter. This is to account for a visual error in the NCTH system. The ; to the shooter. This is to account for a visual error in the NCTH system. The
// Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy ; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
// to hit a target from the side as from head on, just set this value to 1.0 ; to hit a target from the side as from head on, just set this value to 1.0
SIDE_FACING_DIVISOR = 2.0 SIDE_FACING_DIVISOR = 2.0
[Base CTH] [Base CTH]
// Base CTH is an amount of CTH given freely to the shooter for any shot he makes. ;------------------------------------------------------------------------------------------------------------------------------
// The basic value is determined by skills, and later the modifiers reduce or ; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
// increase it appropriately. Characters with low skills, or with bad factors ; The basic value is determined by skills, and later the modifiers reduce or
// affecting their performance, will receive bad base CTH. ; increase it appropriately. Characters with low skills, or with bad factors
// The maximum amount of Base CTH you can have is 33 points. This is only ; affecting their performance, will receive bad base CTH.
// achievable by super-mercs in excellent conditions. ; The maximum amount of Base CTH you can have is 33 points. This is only
; achievable by super-mercs in excellent conditions.
// These settings determine the importance of each character skill in calculating ; These settings determine the importance of each character skill in calculating
// your Base CTH. By default, Experience is 3 times more important than the other ; your Base CTH. By default, Experience is 3 times more important than the other
// skills. Base CTH, before modifiers, is equal to the sum of the player's skills, ; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
// each multiplied by the appropriate value from these, and then divided by the ; each multiplied by the appropriate value from these, and then divided by the
// sum of all these four values. ; sum of all these four values.
// ;
// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 ; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
// will render the appropriate skill irrelevant for calculating base CTH. DO NOT ; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
// set all four values to 0, unless you want to see lots of crashes. ; set all four values to 0, unless you want to see lots of crashes.
;------------------------------------------------------------------------------------------------------------------------------
BASE_EXP = 3.0 BASE_EXP = 3.0
BASE_MARKS = 1.0 BASE_MARKS = 1.0
BASE_WIS = 1.0 BASE_WIS = 1.0
BASE_DEX = 1.0 BASE_DEX = 1.0
// These settings control the effect that various factors have on the shooter's ;------------------------------------------------------------------------------------------------------------------------------
// Base CTH. By increasing a value, you can increase that factor's importance ; These settings control the effect that various factors have on the shooter's
// on raising or lowering Base CTH. ; Base CTH. By increasing a value, you can increase that factor's importance
// ; on raising or lowering Base CTH.
// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention ;
// to the positive/negative and read the explanations carefully. Some factors are ; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
// better when HIGHER, others better when LOWER. ; to the positive/negative and read the explanations carefully. Some factors are
// ; better when HIGHER, others better when LOWER.
// After calculating Base CTH from skills (see above), the factors governing it ;
// (below) are all pooled together into one penalty value. That penalty value is ; After calculating Base CTH from skills (see above), the factors governing it
// then used as a percentage to increase or decrease your Base CTH. In other words, ; (below) are all pooled together into one penalty value. That penalty value is
// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount ; then used as a percentage to increase or decrease your Base CTH. In other words,
// to 20.0, you'll gain 20% extra base CTH. ; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
; to 20.0, you'll gain 20% extra base CTH.
;------------------------------------------------------------------------------------------------------------------------------
// This is a modifier given per each morale point below 50. ; This is a modifier given per each morale point below 50.
BASE_LOW_MORALE = -1.0 BASE_LOW_MORALE = -1.0
// This modifier is given per each morale point above 50. ; This modifier is given per each morale point above 50.
BASE_HIGH_MORALE = 2.0 BASE_HIGH_MORALE = 2.0
// This modifier is given to any character with the "PSYCHO" trait. ; This modifier is given to any character with the "PSYCHO" trait.
BASE_PSYCHO = -3.0 BASE_PSYCHO = -3.0
// This is the modifier given when shooting one "cube" upwards. A cube is ; This is the modifier given when shooting one "cube" upwards. A cube is
// 1/3 of a tile high. This takes into account both stance and level. For ; 1/3 of a tile high. This takes into account both stance and level. For
// example, a standing merc shooting at the legs of a target on the roof ; example, a standing merc shooting at the legs of a target on the roof
// gets 1*this modifier. A prone merc on ground level shooting at the ; gets 1*this modifier. A prone merc on ground level shooting at the
// head of a target on ground level gets 2*this modifier. ; head of a target on ground level gets 2*this modifier.
// ;
// The shooting upwards modifier is then divided by the range to the target ; The shooting upwards modifier is then divided by the range to the target
// (in tiles). In other words, at a range of 2 tiles the modifier is ; (in tiles). In other words, at a range of 2 tiles the modifier is
// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. ; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
// This means that the further the target is, the less relevant the upwards ; This means that the further the target is, the less relevant the upwards
// angle is. ; angle is.
BASE_SHOOTING_UPWARDS = -15.0 BASE_SHOOTING_UPWARDS = -15.0
// This is the MAXIMUM modifier given to a shooter when injured. To get this ; This is the MAXIMUM modifier given to a shooter when injured. To get this
// much, the shooter must be dead (0% health...). It's linear, ; much, the shooter must be dead (0% health...). It's linear,
// so at 50% health the shooter gets exactly half the penalty. ; so at 50% health the shooter gets exactly half the penalty.
// Note that "Bandaged" damage counts as half as much as bleeding damage. ; Note that "Bandaged" damage counts as half as much as bleeding damage.
// Therefore, 50% bandaged damage is as bad as only25% bleeding damage. ; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
BASE_INJURY = -30.0 BASE_INJURY = -30.0
// These are the modifiers given for different levels of drunkness. Naturally, ;------------------------------------------------------------------------------------------------------------------------------
// the more drunk you are, the more your CTH suffers. ; These are the modifiers given for different levels of drunkness. Naturally,
; the more drunk you are, the more your CTH suffers.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DRUNK_TIPSY = -5.0 BASE_DRUNK_TIPSY = -5.0
BASE_DRUNK = -20.0 BASE_DRUNK = -20.0
BASE_DRUNK_WASTED = -50.0 BASE_DRUNK_WASTED = -50.0
BASE_DRUNK_HUNGOVER = -10.0 BASE_DRUNK_HUNGOVER = -10.0
// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). ; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
// It's linear, so at 50% breath you get half the modifier. ; It's linear, so at 50% breath you get half the modifier.
BASE_FATIGUE = -15.0 BASE_FATIGUE = -15.0
// This modifier is applied when shooting at the same target again. If the target ; This modifier is applied when shooting at the same target again. If the target
// has moved between shots, or the shooter does anything but shoot at the target, ; has moved between shots, or the shooter does anything but shoot at the target,
// the modifier is lost. ; the modifier is lost.
BASE_SAME_TARGET = 5.0 BASE_SAME_TARGET = 5.0
// This is the modifier given when the shooter is in a cloud of gas and does ; This is the modifier given when the shooter is in a cloud of gas and does
// not have a gas mask on. ; not have a gas mask on.
BASE_GASSED = -15.0 BASE_GASSED = -15.0
// This modifier is applied when the shooter is being bandaged by someone else. ; This modifier is applied when the shooter is being bandaged by someone else.
BASE_BEING_BANDAGED = -5.0 BASE_BEING_BANDAGED = -5.0
// This is the MAXIMUM modifier given when the target reaches the maximum number ; This is the MAXIMUM modifier given when the target reaches the maximum number
// of Suppression Shock points, which by default would be 30. It's linear, so at ; of Suppression Shock points, which by default would be 30. It's linear, so at
// 15 shock points you get half the penalty. ; 15 shock points you get half the penalty.
// Note that characters with high experience stop accumulating shock much earlier, ; Note that characters with high experience stop accumulating shock much earlier,
// and so are much less subject to this modifier than other characters. ; and so are much less subject to this modifier than other characters.
BASE_SHOCK = -150.0 BASE_SHOCK = -150.0
// This modifier is applied if the target has exceptional agility or experience ; This modifier is applied if the target has exceptional agility or experience level.
// level.
BASE_AGILE_TARGET = -5.0 BASE_AGILE_TARGET = -5.0
// This modifier is applied if the shooter can't see the target. This happens ; This modifier is applied if the shooter can't see the target. This happens
// when shooting at a target spotted by someone else. ; when shooting at a target spotted by someone else.
BASE_TARGET_INVISIBLE = -100.0 BASE_TARGET_INVISIBLE = -100.0
// These modifiers work very differently from the others. The are related to a ;------------------------------------------------------------------------------------------------------------------------------
// concept called Gun Handling, which is still being adjusted. Basically, ; These modifiers work very differently from the others. The are related to a
// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more ; concept called Gun Handling, which is still being adjusted. Basically,
// cumbersome guns like sniper rifles or machine guns get a high Gun Handling ; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
// value, and thus decrease Base CTH proportionally. Pistols, on the other hand, ; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
// have very low Gun Handling values. ; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
// ; have very low Gun Handling values.
// BASE_DRAW_COST is applied per each Gun Handling point. ;
// ; BASE_DRAW_COST is applied per each Gun Handling point.
// The other values act as multipliers applied directly to the Gun Handling ;
// value. For example, by default a pistol fired with one hand (other hand ; The other values act as multipliers applied directly to the Gun Handling
// full or holding another pistol) gets its Gun Handling value doubled. ; value. For example, by default a pistol fired with one hand (other hand
// ; full or holding another pistol) gets its Gun Handling value doubled.
// Please note that all of these except BASE_DRAW_COST should be POSITIVE. ;
// The higher they are, the greater their effect. ; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
; The higher they are, the greater their effect.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DRAW_COST = 2.0 BASE_DRAW_COST = 2.0
BASE_TWO_GUNS = 5.0 BASE_TWO_GUNS = 5.0
@@ -219,43 +227,49 @@ BASE_CROUCHING_STANCE = 3.0
BASE_PRONE_STANCE = 4.0 BASE_PRONE_STANCE = 4.0
BASE_HEAVY_WEAPON = 2.0 BASE_HEAVY_WEAPON = 2.0
// These modifiers are applied based on game difficulty, and only affect ;------------------------------------------------------------------------------------------------------------------------------
// the base CTH of ENEMY COMBATANTS. ; These modifiers are applied based on game difficulty, and only affect
; the base CTH of ENEMY COMBATANTS.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DIFFICULTY_NOVICE = -30.0 BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = 0.0 BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 20.0 BASE_DIFFICULTY_EXPERT = 20.0
BASE_DIFFICULTY_INSANE = 50.0 BASE_DIFFICULTY_INSANE = 50.0
[Aiming CTH] [Aiming CTH]
// Aiming CTH is the amount of CTH you get for adding extra aiming to your ;------------------------------------------------------------------------------------------------------------------------------
// shot, by paying extra APs. ; Aiming CTH is the amount of CTH you get for adding extra aiming to your
// ; shot, by paying extra APs.
// First, the game calculates the maximum CTH our shooter can have, using ;
// the shooter's skills as a guide. This is called the CTH cap, and the shooter ; First, the game calculates the maximum CTH our shooter can have, using
// can NEVER have more CTH than this cap, ever. ; the shooter's skills as a guide. This is called the CTH cap, and the shooter
// ; can NEVER have more CTH than this cap, ever.
// The program then subtracts the Base CTH value from the CTH Cap, coming up ;
// with a number called the Maximum Aiming Bonus. At peak condition, and with ; The program then subtracts the Base CTH value from the CTH Cap, coming up
// the maximum number of aiming levels applied, the shooter will reach his ; with a number called the Maximum Aiming Bonus. At peak condition, and with
// CTH Cap, meaning he will be as accurate as he can be. ; the maximum number of aiming levels applied, the shooter will reach his
// ; CTH Cap, meaning he will be as accurate as he can be.
// Note that for each AP you spend on aiming, you only get PART of the Maximum ;
// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the ; Note that for each AP you spend on aiming, you only get PART of the Maximum
// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 ; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
// of the total bonus, but that little bit can sometimes be crucial. ; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
; of the total bonus, but that little bit can sometimes be crucial.
// These values control ;------------------------------------------------------------------------------------------------------------------------------
AIM_EXP = 1.0 AIM_EXP = 1.0
AIM_MARKS = 3.0 AIM_MARKS = 3.0
AIM_WIS = 1.0 AIM_WIS = 1.0
AIM_DEX = 2.0 AIM_DEX = 2.0
// This value is multiplied against 1/2 the scopes mag factor to determine the ;------------------------------------------------------------------------------------------------------------------------------
// actual penalty applied. Setting it too low will make it impossible to use ; This value is multiplied against 1/2 the scopes mag factor to determine the
// scopes within effective range ; actual penalty applied. Setting it too low will make it impossible to use
; scopes within effective range
;------------------------------------------------------------------------------------------------------------------------------
AIM_TOO_CLOSE_SCOPE = -4.0 AIM_TOO_CLOSE_SCOPE = -4.0
AIM_GUN_CONDITION = -2.0 AIM_GUN_CONDITION = -2.0
@@ -289,6 +303,7 @@ AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 20.0 AIM_DIFFICULTY_EXPERT = 20.0
AIM_DIFFICULTY_INSANE = 50.0 AIM_DIFFICULTY_INSANE = 50.0
[Shooting Mechanism] [Shooting Mechanism]
MOVEMENT_MRK = 3.0 MOVEMENT_MRK = 3.0
@@ -323,15 +338,21 @@ RECOIL_COUNTER_FREQUENCY_AGI = 3.0
RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
// These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) ;------------------------------------------------------------------------------------------------------------------------------
// to reach best offset improvement. ; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
; to reach best offset improvement.
;------------------------------------------------------------------------------------------------------------------------------
RECOIL_COUNTER_INCREMENT = 20 RECOIL_COUNTER_INCREMENT = 20
RECOIL_COUNTER_INCREMENT_TRACER = 25 RECOIL_COUNTER_INCREMENT_TRACER = 25
// This value determines the distance ratio for recoil. Higher values result in ;------------------------------------------------------------------------------------------------------------------------------
// less overall recoil movement at longer ranges. ; This value determines the distance ratio for recoil. Higher values result in
// This value is an INTEGER, with a range of 10 to 1000. The distance is ; less overall recoil movement at longer ranges.
// measured in METERS, not tiles, so 100 means 10 tiles. ; This value is an INTEGER, with a range of 10 to 1000. The distance is
; measured in METERS, not tiles, so 100 means 10 tiles.
;------------------------------------------------------------------------------------------------------------------------------
NORMAL_RECOIL_DISTANCE = 140 NORMAL_RECOIL_DISTANCE = 140
MAX_BULLET_DEV = 5.0 MAX_BULLET_DEV = 5.0
+205 -184
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@@ -1,215 +1,223 @@
;///////////////////////////////////////////////////////////////
;// New CTH System and Shooting Mechanism ;******************************************************************************************************************************
;// ; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
;// These settings control the various parts of the new CTH and Shooting systems. ;******************************************************************************************************************************
// Most of these settings are used as multipliers for the various factors that
// control CTH calculation and shooting accuracy. ; These settings control the various parts of the new CTH and Shooting systems.
// ; Most of these settings are used as multipliers for the various factors that
// By raising or lowering a setting, you can influence the importance of a factor, ; control CTH calculation and shooting accuracy.
// for example how Marksmanship affects the total Base CTH you can have, or how ;
// bad it is to have wounds when trying to fire a gun. ; By raising or lowering a setting, you can influence the importance of a factor,
// ; for example how Marksmanship affects the total Base CTH you can have, or how
// Other settings control the system more abstractly. For instance, you can control ; bad it is to have wounds when trying to fire a gun.
// how hard it is to shoot moving targets, or the maximum possible deviation ;
// (inaccuracy) generated by guns. ; Other settings control the system more abstractly. For instance, you can control
// ; how hard it is to shoot moving targets, or the maximum possible deviation
// Each setting is accompanied by an explanation if possible. Make sure you know ; (inaccuracy) generated by guns.
// what the setting does, and how high or low you can set the value, before ;
// making any changes. ; Each setting is accompanied by an explanation if possible. Make sure you know
// Also please note that some values are FLOATS, meaning they need a decimal ; what the setting does, and how high or low you can set the value, before
// point behind them, even if that decimal point is followed by a 0. Other ; making any changes.
// values are INTEGERS, and do not accept a decimal point at all. ; Also please note that some values are FLOATS, meaning they need a decimal
///////////////////////////////////////////////////////////////////////////////// ; point behind them, even if that decimal point is followed by a 0. Other
; values are INTEGERS, and do not accept a decimal point at all.
;------------------------------------------------------------------------------------------------------------------------------
[General] [General]
// These settings control the shooting mechanism as a whole. In other words, ;------------------------------------------------------------------------------------------------------------------------------
// changing these settings will affect every shooter under any conditions. ; These settings control the shooting mechanism as a whole. In other words,
// You can use these settings to make shooting more or less accurate as you ; changing these settings will affect every shooter under any conditions.
// see fit. ; You can use these settings to make shooting more or less accurate as you
; see fit.
;------------------------------------------------------------------------------------------------------------------------------
// This setting represents the longest distance at which Iron Sights are 100% effective. ; This setting represents the longest distance at which Iron Sights are 100% effective.
// Beyond this range, shooting accuracy begins to drop, and a scope will be required ; Beyond this range, shooting accuracy begins to drop, and a scope will be required
// to avoid that drop. ; to avoid that drop.
// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will ; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
// negate penalties for shooting at twice this distance. A 10x scope will ; negate penalties for shooting at twice this distance. A 10x scope will
// negate penalties for shooting at ten times this distance. ; negate penalties for shooting at ten times this distance.
// By decreasing this value, you can make all shots more accurate, and naturally ; By decreasing this value, you can make all shots more accurate, and naturally
// make scopes more powerful. ; make scopes more powerful.
// ; This value is an INTEGER, with a range of 10 to 1000. The distance is
// This value is an INTEGER, with a range of 10 to 1000. The distance is ; measured in METERS, not tiles, so 100 means 10 tiles.
// measured in METERS, not tiles, so 100 means 10 tiles.
NORMAL_SHOOTING_DISTANCE = 70 NORMAL_SHOOTING_DISTANCE = 70
// This is the maximum angle, to either side of the shooter, that a bullet may fly. ; This is the maximum angle, to either side of the shooter, that a bullet may fly.
// The CTH system works by shooting bullets randomly inside this angle. Increasing ; The CTH system works by shooting bullets randomly inside this angle. Increasing
// your aim will make the angle smaller, thus making rounds more likely to hit the ; your aim will make the angle smaller, thus making rounds more likely to hit the
// target. ; target.
// ;
// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will ; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
// be 100% on target, regardless of aiming. ; be 100% on target, regardless of aiming.
// Decreasing this value causes all shots to be more accurate. ; Decreasing this value causes all shots to be more accurate.
DEGREES_MAXIMUM_APERTURE = 11 DEGREES_MAXIMUM_APERTURE = 11
// The Range Coefficient works with the listed weapon range to determine the weapons ; The Range Coefficient works with the listed weapon range to determine the weapons
// maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards ; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
// the ground. ; the ground.
RANGE_COEFFICIENT = 2.0 RANGE_COEFFICIENT = 2.0
// The Gravity Coefficient determines how powerful gravity is once it kicks into ; The Gravity Coefficient determines how powerful gravity is once it kicks into
// action - this happens when the bullet reaches the "maximum range" of the gun ; action - this happens when the bullet reaches the "maximum range" of the gun
// that fired it. ; that fired it.
// The lower this coefficient, the faster will bullets change their trajectory ; The lower this coefficient, the faster will bullets change their trajectory
// towards the ground, hitting it sooner. ; towards the ground, hitting it sooner.
// Conversely, by increasing this value you can let bullets fly further beyond ; Conversely, by increasing this value you can let bullets fly further beyond
// the max range of the gun. That will effectivelly let guns hit targets further ; the max range of the gun. That will effectivelly let guns hit targets further
// beyond their max range, though it is not a reliable way to hit any target. ; beyond their max range, though it is not a reliable way to hit any target.
GRAVITY_COEFFICIENT = 2.0 GRAVITY_COEFFICIENT = 2.0
// The Vertical Bias "flattens" the target appeture which restricts the vertical amoun ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
// by which a bullet can travel. Vertical bias is ultimately based on stance where ; by which a bullet can travel. Vertical bias is ultimately based on stance where
// a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
// a crouching target is midway between the two. ; a crouching target is midway between the two.
VERTICAL_BIAS = 0.5 VERTICAL_BIAS = 0.5
// The Scope Range Multiplier is applied against a scopes magnification to determine ; The Scope Range Multiplier is applied against a scopes magnification to determine
// the scopes minimum effective range. Sniper and Hunter training has a slight effect ; the scopes minimum effective range. Sniper and Hunter training has a slight effect
// on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
// this multiplier, the less effective scopes become. ; this multiplier, the less effective scopes become.
SCOPE_RANGE_MULTIPLIER = 0.7 SCOPE_RANGE_MULTIPLIER = 0.7
// The Side Facing Divisor is applied against the shooting offsets when a target is ; The Side Facing Divisor is applied against the shooting offsets when a target is
// facing directly perpendicular (i.e., East or West when shooter faces North or South) ; facing directly perpendicular (i.e., East or West when shooter faces North or South)
// to the shooter. This is to account for a visual error in the NCTH system. The ; to the shooter. This is to account for a visual error in the NCTH system. The
// Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy ; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
// to hit a target from the side as from head on, just set this value to 1.0 ; to hit a target from the side as from head on, just set this value to 1.0
SIDE_FACING_DIVISOR = 2.0 SIDE_FACING_DIVISOR = 2.0
[Base CTH] [Base CTH]
// Base CTH is an amount of CTH given freely to the shooter for any shot he makes. ;------------------------------------------------------------------------------------------------------------------------------
// The basic value is determined by skills, and later the modifiers reduce or ; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
// increase it appropriately. Characters with low skills, or with bad factors ; The basic value is determined by skills, and later the modifiers reduce or
// affecting their performance, will receive bad base CTH. ; increase it appropriately. Characters with low skills, or with bad factors
// The maximum amount of Base CTH you can have is 33 points. This is only ; affecting their performance, will receive bad base CTH.
// achievable by super-mercs in excellent conditions. ; The maximum amount of Base CTH you can have is 33 points. This is only
; achievable by super-mercs in excellent conditions.
// These settings determine the importance of each character skill in calculating ; These settings determine the importance of each character skill in calculating
// your Base CTH. By default, Experience is 3 times more important than the other ; your Base CTH. By default, Experience is 3 times more important than the other
// skills. Base CTH, before modifiers, is equal to the sum of the player's skills, ; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
// each multiplied by the appropriate value from these, and then divided by the ; each multiplied by the appropriate value from these, and then divided by the
// sum of all these four values. ; sum of all these four values.
// ;
// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 ; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
// will render the appropriate skill irrelevant for calculating base CTH. DO NOT ; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
// set all four values to 0, unless you want to see lots of crashes. ; set all four values to 0, unless you want to see lots of crashes.
;------------------------------------------------------------------------------------------------------------------------------
BASE_EXP = 3.0 BASE_EXP = 3.0
BASE_MARKS = 1.0 BASE_MARKS = 1.0
BASE_WIS = 1.0 BASE_WIS = 1.0
BASE_DEX = 1.0 BASE_DEX = 1.0
// These settings control the effect that various factors have on the shooter's ;------------------------------------------------------------------------------------------------------------------------------
// Base CTH. By increasing a value, you can increase that factor's importance ; These settings control the effect that various factors have on the shooter's
// on raising or lowering Base CTH. ; Base CTH. By increasing a value, you can increase that factor's importance
// ; on raising or lowering Base CTH.
// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention ;
// to the positive/negative and read the explanations carefully. Some factors are ; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
// better when HIGHER, others better when LOWER. ; to the positive/negative and read the explanations carefully. Some factors are
// ; better when HIGHER, others better when LOWER.
// After calculating Base CTH from skills (see above), the factors governing it ;
// (below) are all pooled together into one penalty value. That penalty value is ; After calculating Base CTH from skills (see above), the factors governing it
// then used as a percentage to increase or decrease your Base CTH. In other words, ; (below) are all pooled together into one penalty value. That penalty value is
// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount ; then used as a percentage to increase or decrease your Base CTH. In other words,
// to 20.0, you'll gain 20% extra base CTH. ; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
; to 20.0, you'll gain 20% extra base CTH.
;------------------------------------------------------------------------------------------------------------------------------
// This is a modifier given per each morale point below 50. ; This is a modifier given per each morale point below 50.
BASE_LOW_MORALE = -1.0 BASE_LOW_MORALE = -1.0
// This modifier is given per each morale point above 50. ; This modifier is given per each morale point above 50.
BASE_HIGH_MORALE = 2.0 BASE_HIGH_MORALE = 2.0
// This modifier is given to any character with the "PSYCHO" trait. ; This modifier is given to any character with the "PSYCHO" trait.
BASE_PSYCHO = -3.0 BASE_PSYCHO = -3.0
// This is the modifier given when shooting one "cube" upwards. A cube is ; This is the modifier given when shooting one "cube" upwards. A cube is
// 1/3 of a tile high. This takes into account both stance and level. For ; 1/3 of a tile high. This takes into account both stance and level. For
// example, a standing merc shooting at the legs of a target on the roof ; example, a standing merc shooting at the legs of a target on the roof
// gets 1*this modifier. A prone merc on ground level shooting at the ; gets 1*this modifier. A prone merc on ground level shooting at the
// head of a target on ground level gets 2*this modifier. ; head of a target on ground level gets 2*this modifier.
// ;
// The shooting upwards modifier is then divided by the range to the target ; The shooting upwards modifier is then divided by the range to the target
// (in tiles). In other words, at a range of 2 tiles the modifier is ; (in tiles). In other words, at a range of 2 tiles the modifier is
// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. ; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
// This means that the further the target is, the less relevant the upwards ; This means that the further the target is, the less relevant the upwards
// angle is. ; angle is.
BASE_SHOOTING_UPWARDS = -15.0 BASE_SHOOTING_UPWARDS = -15.0
// This is the MAXIMUM modifier given to a shooter when injured. To get this ; This is the MAXIMUM modifier given to a shooter when injured. To get this
// much, the shooter must be dead (0% health...). It's linear, ; much, the shooter must be dead (0% health...). It's linear,
// so at 50% health the shooter gets exactly half the penalty. ; so at 50% health the shooter gets exactly half the penalty.
// Note that "Bandaged" damage counts as half as much as bleeding damage. ; Note that "Bandaged" damage counts as half as much as bleeding damage.
// Therefore, 50% bandaged damage is as bad as only25% bleeding damage. ; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
BASE_INJURY = -30.0 BASE_INJURY = -30.0
// These are the modifiers given for different levels of drunkness. Naturally, ;------------------------------------------------------------------------------------------------------------------------------
// the more drunk you are, the more your CTH suffers. ; These are the modifiers given for different levels of drunkness. Naturally,
; the more drunk you are, the more your CTH suffers.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DRUNK_TIPSY = -5.0 BASE_DRUNK_TIPSY = -5.0
BASE_DRUNK = -20.0 BASE_DRUNK = -20.0
BASE_DRUNK_WASTED = -50.0 BASE_DRUNK_WASTED = -50.0
BASE_DRUNK_HUNGOVER = -10.0 BASE_DRUNK_HUNGOVER = -10.0
// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). ; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
// It's linear, so at 50% breath you get half the modifier. ; It's linear, so at 50% breath you get half the modifier.
BASE_FATIGUE = -15.0 BASE_FATIGUE = -15.0
// This modifier is applied when shooting at the same target again. If the target ; This modifier is applied when shooting at the same target again. If the target
// has moved between shots, or the shooter does anything but shoot at the target, ; has moved between shots, or the shooter does anything but shoot at the target,
// the modifier is lost. ; the modifier is lost.
BASE_SAME_TARGET = 5.0 BASE_SAME_TARGET = 5.0
// This is the modifier given when the shooter is in a cloud of gas and does ; This is the modifier given when the shooter is in a cloud of gas and does
// not have a gas mask on. ; not have a gas mask on.
BASE_GASSED = -15.0 BASE_GASSED = -15.0
// This modifier is applied when the shooter is being bandaged by someone else. ; This modifier is applied when the shooter is being bandaged by someone else.
BASE_BEING_BANDAGED = -5.0 BASE_BEING_BANDAGED = -5.0
// This is the MAXIMUM modifier given when the target reaches the maximum number ; This is the MAXIMUM modifier given when the target reaches the maximum number
// of Suppression Shock points, which by default would be 30. It's linear, so at ; of Suppression Shock points, which by default would be 30. It's linear, so at
// 15 shock points you get half the penalty. ; 15 shock points you get half the penalty.
// Note that characters with high experience stop accumulating shock much earlier, ; Note that characters with high experience stop accumulating shock much earlier,
// and so are much less subject to this modifier than other characters. ; and so are much less subject to this modifier than other characters.
BASE_SHOCK = -150.0 BASE_SHOCK = -150.0
// This modifier is applied if the target has exceptional agility or experience ; This modifier is applied if the target has exceptional agility or experience level.
// level.
BASE_AGILE_TARGET = -5.0 BASE_AGILE_TARGET = -5.0
// This modifier is applied if the shooter can't see the target. This happens ; This modifier is applied if the shooter can't see the target. This happens
// when shooting at a target spotted by someone else. ; when shooting at a target spotted by someone else.
BASE_TARGET_INVISIBLE = -100.0 BASE_TARGET_INVISIBLE = -100.0
// These modifiers work very differently from the others. The are related to a ;------------------------------------------------------------------------------------------------------------------------------
// concept called Gun Handling, which is still being adjusted. Basically, ; These modifiers work very differently from the others. The are related to a
// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more ; concept called Gun Handling, which is still being adjusted. Basically,
// cumbersome guns like sniper rifles or machine guns get a high Gun Handling ; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
// value, and thus decrease Base CTH proportionally. Pistols, on the other hand, ; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
// have very low Gun Handling values. ; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
// ; have very low Gun Handling values.
// BASE_DRAW_COST is applied per each Gun Handling point. ;
// ; BASE_DRAW_COST is applied per each Gun Handling point.
// The other values act as multipliers applied directly to the Gun Handling ;
// value. For example, by default a pistol fired with one hand (other hand ; The other values act as multipliers applied directly to the Gun Handling
// full or holding another pistol) gets its Gun Handling value doubled. ; value. For example, by default a pistol fired with one hand (other hand
// ; full or holding another pistol) gets its Gun Handling value doubled.
// Please note that all of these except BASE_DRAW_COST should be POSITIVE. ;
// The higher they are, the greater their effect. ; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
; The higher they are, the greater their effect.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DRAW_COST = 2.0 BASE_DRAW_COST = 2.0
BASE_TWO_GUNS = 5.0 BASE_TWO_GUNS = 5.0
@@ -219,43 +227,49 @@ BASE_CROUCHING_STANCE = 3.0
BASE_PRONE_STANCE = 4.0 BASE_PRONE_STANCE = 4.0
BASE_HEAVY_WEAPON = 2.0 BASE_HEAVY_WEAPON = 2.0
// These modifiers are applied based on game difficulty, and only affect ;------------------------------------------------------------------------------------------------------------------------------
// the base CTH of ENEMY COMBATANTS. ; These modifiers are applied based on game difficulty, and only affect
; the base CTH of ENEMY COMBATANTS.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DIFFICULTY_NOVICE = -30.0 BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = 0.0 BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 20.0 BASE_DIFFICULTY_EXPERT = 20.0
BASE_DIFFICULTY_INSANE = 50.0 BASE_DIFFICULTY_INSANE = 50.0
[Aiming CTH] [Aiming CTH]
// Aiming CTH is the amount of CTH you get for adding extra aiming to your ;------------------------------------------------------------------------------------------------------------------------------
// shot, by paying extra APs. ; Aiming CTH is the amount of CTH you get for adding extra aiming to your
// ; shot, by paying extra APs.
// First, the game calculates the maximum CTH our shooter can have, using ;
// the shooter's skills as a guide. This is called the CTH cap, and the shooter ; First, the game calculates the maximum CTH our shooter can have, using
// can NEVER have more CTH than this cap, ever. ; the shooter's skills as a guide. This is called the CTH cap, and the shooter
// ; can NEVER have more CTH than this cap, ever.
// The program then subtracts the Base CTH value from the CTH Cap, coming up ;
// with a number called the Maximum Aiming Bonus. At peak condition, and with ; The program then subtracts the Base CTH value from the CTH Cap, coming up
// the maximum number of aiming levels applied, the shooter will reach his ; with a number called the Maximum Aiming Bonus. At peak condition, and with
// CTH Cap, meaning he will be as accurate as he can be. ; the maximum number of aiming levels applied, the shooter will reach his
// ; CTH Cap, meaning he will be as accurate as he can be.
// Note that for each AP you spend on aiming, you only get PART of the Maximum ;
// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the ; Note that for each AP you spend on aiming, you only get PART of the Maximum
// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 ; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
// of the total bonus, but that little bit can sometimes be crucial. ; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
; of the total bonus, but that little bit can sometimes be crucial.
// These values control ;------------------------------------------------------------------------------------------------------------------------------
AIM_EXP = 1.0 AIM_EXP = 1.0
AIM_MARKS = 3.0 AIM_MARKS = 3.0
AIM_WIS = 1.0 AIM_WIS = 1.0
AIM_DEX = 2.0 AIM_DEX = 2.0
// This value is multiplied against 1/2 the scopes mag factor to determine the ;------------------------------------------------------------------------------------------------------------------------------
// actual penalty applied. Setting it too low will make it impossible to use ; This value is multiplied against 1/2 the scopes mag factor to determine the
// scopes within effective range ; actual penalty applied. Setting it too low will make it impossible to use
; scopes within effective range
;------------------------------------------------------------------------------------------------------------------------------
AIM_TOO_CLOSE_SCOPE = -4.0 AIM_TOO_CLOSE_SCOPE = -4.0
AIM_GUN_CONDITION = -2.0 AIM_GUN_CONDITION = -2.0
@@ -289,6 +303,7 @@ AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 20.0 AIM_DIFFICULTY_EXPERT = 20.0
AIM_DIFFICULTY_INSANE = 50.0 AIM_DIFFICULTY_INSANE = 50.0
[Shooting Mechanism] [Shooting Mechanism]
MOVEMENT_MRK = 3.0 MOVEMENT_MRK = 3.0
@@ -323,15 +338,21 @@ RECOIL_COUNTER_FREQUENCY_AGI = 3.0
RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
// These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) ;------------------------------------------------------------------------------------------------------------------------------
// to reach best offset improvement. ; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
; to reach best offset improvement.
;------------------------------------------------------------------------------------------------------------------------------
RECOIL_COUNTER_INCREMENT = 20 RECOIL_COUNTER_INCREMENT = 20
RECOIL_COUNTER_INCREMENT_TRACER = 25 RECOIL_COUNTER_INCREMENT_TRACER = 25
// This value determines the distance ratio for recoil. Higher values result in ;------------------------------------------------------------------------------------------------------------------------------
// less overall recoil movement at longer ranges. ; This value determines the distance ratio for recoil. Higher values result in
// This value is an INTEGER, with a range of 10 to 1000. The distance is ; less overall recoil movement at longer ranges.
// measured in METERS, not tiles, so 100 means 10 tiles. ; This value is an INTEGER, with a range of 10 to 1000. The distance is
; measured in METERS, not tiles, so 100 means 10 tiles.
;------------------------------------------------------------------------------------------------------------------------------
NORMAL_RECOIL_DISTANCE = 140 NORMAL_RECOIL_DISTANCE = 140
MAX_BULLET_DEV = 5.0 MAX_BULLET_DEV = 5.0