diff --git a/gamedir/Data-JA2Demo/Ja2_Options.INI b/gamedir/Data-JA2Demo/Ja2_Options.INI index d14a2f55e..5377b8ecf 100644 --- a/gamedir/Data-JA2Demo/Ja2_Options.INI +++ b/gamedir/Data-JA2Demo/Ja2_Options.INI @@ -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 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + + + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data-UB/Data-Files/Ja2_Options.ini b/gamedir/Data-UB/Data-Files/Ja2_Options.ini index 6bea34085..7c0a8cdde 100644 --- a/gamedir/Data-UB/Data-Files/Ja2_Options.ini +++ b/gamedir/Data-UB/Data-Files/Ja2_Options.ini @@ -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 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + + + ;****************************************************************************************************************************** ;******************************************************************************************************************************