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- Added JA2 1.13 Executable files (Revision: 5334)
o ja2 (JA2 1.13) o ja2_ub (JA2 Unfinshed Business 1.13) o MapEditor (JA2 1.13 Map Editor) o Addes missing ja2_options.ini entries git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1454 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -170,6 +170,27 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
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; Must be TRUE if NUM_P_ITEMS (below) is > 3
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; If an xml file doesn't exist, setting the value to true will create one.
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; Issues have been reported using big maps with this value set to TRUE
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; Valid values = TRUE or FALSE, Default = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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USE_XML_TILESETS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the number of PItem graphics files used by the game
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; Requires using modified xml version of ja2set.dat for values > 3
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; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
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; Do not change this unless you are modding the game, or it will probably break everything!
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; Issues have been reported using big maps with values > 3
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; Valid value range = 3-20, default = 3
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;------------------------------------------------------------------------------------------------------------------------------
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NUM_P_ITEMS = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1409,12 +1430,14 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1787,6 +1810,97 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
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[Tactical Zombie Settings]
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;******************************************************************************************************************************
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; In this section you can specify how the dead will raise from their graves.
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;******************************************************************************************************************************
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; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
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; is still room for more zombies in the sector)?
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; 0 - Every corpse spawns a zombie once
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; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
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; 2 - It is randomly decided if a corpse can rise
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; 3 - A corpse spawns a zombie once, after that it's random
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ZOMBIE_RISE_BEHAVIOUR = 0
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; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
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; every zombie rise individually (FALSE)?
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ZOMBIE_SPAWN_WAVES = FALSE
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; How often are waves of zombies created? 0 means never, 100 means whenever possible
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ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = 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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; 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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; This still results in deadlocks!
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ZOMBIE_EXPLODING_CIVS = TRUE
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; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
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ZOMBIE_DAMAGE_RESISTANCE = 0
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; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
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ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
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; Zombie difficulty level, determines hitpoints, stats and skills
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; 1 - Night of the Living Dead
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; 2 - Dawn of the Dead
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; 3 - Resident Evil
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; 4 - 28 Days later
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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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ZOMBIE_RISE_WITH_ARMOUR = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Poison Settings]
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;******************************************************************************************************************************
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; In this section you can specify the new poison system
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;******************************************************************************************************************************
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; The poison system is a new feature that gives a bit of variation to the life and damage system.
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; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
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; poison damage, he not only looses life, he also gains a poison point.
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; The basic consequences are:
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; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
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; poison points
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; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
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; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
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; The lost point will be bandaged, so you do not have to immediately bandage it.
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; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
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; We require immediate medical assistance, or we will die!
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; Yes, it is possible to die this way.
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; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
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; action automatically performed by your doctors and the hospital, if the merc is their patient.
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; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
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; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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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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; 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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; valid values from 1.0 to 10.0, 4.0 is recommended
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POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -170,6 +170,27 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
|
||||
; Must be TRUE if NUM_P_ITEMS (below) is > 3
|
||||
; If an xml file doesn't exist, setting the value to true will create one.
|
||||
; Issues have been reported using big maps with this value set to TRUE
|
||||
; Valid values = TRUE or FALSE, Default = FALSE
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
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USE_XML_TILESETS = FALSE
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||||
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the number of PItem graphics files used by the game
|
||||
; Requires using modified xml version of ja2set.dat for values > 3
|
||||
; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
|
||||
; Do not change this unless you are modding the game, or it will probably break everything!
|
||||
; Issues have been reported using big maps with values > 3
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; Valid value range = 3-20, default = 3
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;------------------------------------------------------------------------------------------------------------------------------
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NUM_P_ITEMS = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -393,6 +414,7 @@ DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15
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DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30
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DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the cost of helicopter movement PER SECTOR.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1426,6 +1448,7 @@ INDIVIDUAL_ENEMY_RANK = TRUE
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INDIVIDUAL_CIVILIAN_NAMES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
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; the rag to completely erase the camo.
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@@ -1790,6 +1813,97 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
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[Tactical Zombie Settings]
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;******************************************************************************************************************************
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; In this section you can specify how the dead will raise from their graves.
|
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;******************************************************************************************************************************
|
||||
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||||
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
|
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; is still room for more zombies in the sector)?
|
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; 0 - Every corpse spawns a zombie once
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; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
|
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; 2 - It is randomly decided if a corpse can rise
|
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; 3 - A corpse spawns a zombie once, after that it's random
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ZOMBIE_RISE_BEHAVIOUR = 0
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; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
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; every zombie rise individually (FALSE)?
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ZOMBIE_SPAWN_WAVES = FALSE
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; How often are waves of zombies created? 0 means never, 100 means whenever possible
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ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = 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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; 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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; This still results in deadlocks!
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ZOMBIE_EXPLODING_CIVS = TRUE
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; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
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ZOMBIE_DAMAGE_RESISTANCE = 0
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; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
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ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
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; Zombie difficulty level, determines hitpoints, stats and skills
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; 1 - Night of the Living Dead
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; 2 - Dawn of the Dead
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; 3 - Resident Evil
|
||||
; 4 - 28 Days later
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||||
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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ZOMBIE_RISE_WITH_ARMOUR = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Poison Settings]
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;******************************************************************************************************************************
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; In this section you can specify the new poison system
|
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;******************************************************************************************************************************
|
||||
|
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; The poison system is a new feature that gives a bit of variation to the life and damage system.
|
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; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
|
||||
; poison damage, he not only looses life, he also gains a poison point.
|
||||
; The basic consequences are:
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; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
|
||||
; poison points
|
||||
; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
|
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; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
|
||||
; The lost point will be bandaged, so you do not have to immediately bandage it.
|
||||
; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
|
||||
; We require immediate medical assistance, or we will die!
|
||||
; Yes, it is possible to die this way.
|
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; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
|
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; action automatically performed by your doctors and the hospital, if the merc is their patient.
|
||||
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
|
||||
; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
|
||||
|
||||
; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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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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; 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
|
||||
; valid values from 1.0 to 10.0, 4.0 is recommended
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||||
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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