- 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:
Wanne
2012-06-08 20:11:04 +00:00
parent 191761bdd2
commit 4dc1b8183e
2 changed files with 228 additions and 0 deletions
+114
View File
@@ -170,6 +170,27 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
;------------------------------------------------------------------------------------------------------------------------------
; 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
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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
; Valid value range = 3-20, default = 3
;------------------------------------------------------------------------------------------------------------------------------
NUM_P_ITEMS = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1409,12 +1430,14 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_RANK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
@@ -1787,6 +1810,97 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
;******************************************************************************************************************************
; The poison system is a new feature that gives a bit of variation to the life and damage system.
; 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:
; - 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
; 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.
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
; 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
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
; 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
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
+114
View File
@@ -170,6 +170,27 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
;------------------------------------------------------------------------------------------------------------------------------
; 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
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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
; Valid value range = 3-20, default = 3
;------------------------------------------------------------------------------------------------------------------------------
NUM_P_ITEMS = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -393,6 +414,7 @@ DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30
DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45
;------------------------------------------------------------------------------------------------------------------------------
; Change the cost of helicopter movement PER SECTOR.
;------------------------------------------------------------------------------------------------------------------------------
@@ -1426,6 +1448,7 @@ INDIVIDUAL_ENEMY_RANK = TRUE
INDIVIDUAL_CIVILIAN_NAMES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; 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
; the rag to completely erase the camo.
@@ -1790,6 +1813,97 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
;******************************************************************************************************************************
; The poison system is a new feature that gives a bit of variation to the life and damage system.
; 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:
; - 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
; 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.
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
; 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
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
; 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
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************