fixed Dr. Q's 4th trait. Somehow he lost his paramedic skills

new modifiers for item properties:
- APs to reload
- APs to reload manually
- max distance for messy death
- gun handling
- best laser range


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1806 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2013-10-06 12:21:54 +00:00
parent 1ba8990eef
commit 67613cd472
4 changed files with 322 additions and 10 deletions
+75 -3
View File
@@ -12,7 +12,12 @@
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; Best Laser Range
; This modifier is multiplied with <BestLaserRange> tag. Valid values from 0.1 to 5.0 (higher is better).
; Default is 1.0
BEST_LASER_RANGE_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -147,7 +152,7 @@ SP4T_PUNCH_MODIFIER = 1.0
SP4T_TENTACLE_MODIFIER = 1.0
; ------- THROWING KNIFES -------
SP4T_THROWKNIFE_MODIFIER = 1.0
;******************************************************************************************************************************
; Here comes the modifiers for burst fire.
; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
; Valid values are from 0.1 to 5.0 (lower is better).
@@ -161,7 +166,7 @@ BURST_AP_SNIPER_MODIFIER = 1.0
BURST_AP_AR_MODIFIER = 1.0
BURST_AP_LMG_MODIFIER = 1.0
BURST_AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
; Below are the modifiers for Auto Firing.
; These modifiers are multiplied with the number of shots on auto fire per 5 APs (<bAutofireShotsPerFiveAP>).
; Valid values are from 0.1 to 5.0 (higher is better).
@@ -177,6 +182,73 @@ AF_SP5AP_LMG_MODIFIER = 1.0
AF_SP5AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload modifiers
;
; These modifiers are multiplied with the base AP cost to reload a weapon (<APsToReload>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_PISTOL_MODIFIER = 1.0
AP_RELOAD_MP_MODIFIER = 1.0
AP_RELOAD_SMG_MODIFIER = 1.0
AP_RELOAD_RIFLE_MODIFIER = 1.0
AP_RELOAD_SNIPER_MODIFIER = 1.0
AP_RELOAD_AR_MODIFIER = 1.0
AP_RELOAD_LMG_MODIFIER = 1.0
AP_RELOAD_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload manually modifiers
;
; These modifiers are multiplied with the AP cost to re-chamber/pump a weapon (<APsToReloadManually>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_MAN_PISTOL_MODIFIER = 1.0
AP_RELOAD_MAN_MP_MODIFIER = 1.0
AP_RELOAD_MAN_SMG_MODIFIER = 1.0
AP_RELOAD_MAN_RIFLE_MODIFIER = 1.0
AP_RELOAD_MAN_SNIPER_MODIFIER = 1.0
AP_RELOAD_MAN_AR_MODIFIER = 1.0
AP_RELOAD_MAN_LMG_MODIFIER = 1.0
AP_RELOAD_MAN_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_MAN_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Max Distance for messy death modifiers
;
; These modifiers are multiplied with the <MaxDistForMessyDeath> value of a weapon.
; Valid values are from 0.1 to 5.0 (higher is "better" ;-) )
; Default is 1.0
DIST_MESSY_PISTOL_MODIFIER = 1.0
DIST_MESSY_MP_MODIFIER = 1.0
DIST_MESSY_SMG_MODIFIER = 1.0
DIST_MESSY_RIFLE_MODIFIER = 1.0
DIST_MESSY_SNIPER_MODIFIER = 1.0
DIST_MESSY_AR_MODIFIER = 1.0
DIST_MESSY_LMG_MODIFIER = 1.0
DIST_MESSY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Weapon Handling modifiers
;
; These modifiers are multiplied with the weapon handling value (<Handling>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
HANDLING_PISTOL_MODIFIER = 1.0
HANDLING_MP_MODIFIER = 1.0
HANDLING_SMG_MODIFIER = 1.0
HANDLING_RIFLE_MODIFIER = 1.0
HANDLING_SNIPER_MODIFIER = 1.0
HANDLING_AR_MODIFIER = 1.0
HANDLING_LMG_MODIFIER = 1.0
HANDLING_SHOTGUN_MODIFIER = 1.0
HANDLING_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Armor Settings]
+97 -1
View File
@@ -1,3 +1,98 @@
<!-- Max Profiles 0 - 254 -->
<!-- uiIndex 200 - can not be profile! -->
<!-- Type -->
<!-- (0) None (not used) -->
<!-- (1) AIM -->
<!-- (2) MERC -->
<!-- (3) RPC -->
<!-- (4) NPC -->
<!-- (5) Vehicle -->
<!-- (6) IMP -->
<!-- Original Attitude -->
<!-- (0) Normal -->
<!-- (1) Friendly -->
<!-- (2) Loner -->
<!-- (3) Optimist -->
<!-- (4) Pessimist -->
<!-- (5) Aggressive -->
<!-- (6) Arrogant -->
<!-- (7) Big Shot -->
<!-- (8) Asshole -->
<!-- (9) Coward -->
<!-- Original Skill List -->
<!-- (0) None -->
<!-- (1) Lock Picking -->
<!-- (2) Hand-to-Hand -->
<!-- (3) Electronics -->
<!-- (4) Night Ops -->
<!-- (5) Throwing -->
<!-- (6) Teaching -->
<!-- (7) Heavy Weapons -->
<!-- (8) Auto Weapons -->
<!-- (9) Stealthy -->
<!-- (10) Ambidexterous -->
<!-- (11) Thiefing (not used) -->
<!-- (12) Martial Arts -->
<!-- (13) Knifing -->
<!-- (14) Rooftop Sniping -->
<!-- (15) Camouflaged -->
<!-- STOMP Skill List -->
<!-- major Skill (1) Auto Weapons/Machinegunner -->
<!-- major Skill (2) Heavy Weapons/Bombardier -->
<!-- major Skill (3) Marksman/Sniper -->
<!-- major Skill (4) Hunter/Ranger -->
<!-- major Skill (5) Gunslinger/Gunfighter -->
<!-- major Skill (6) Hand-to-Hand/Martial Arts -->
<!-- major Skill (7) Deputy/Squadleader -->
<!-- major Skill (8) Technician/Engineer -->
<!-- major Skill (9) Paramedic/Doctor -->
<!-- minor Skill (10) Ambidexterous -->
<!-- minor Skill (11) Melee -->
<!-- minor Skill (12) Throwing -->
<!-- minor Skill (13) Night Ops -->
<!-- minor Skill (14) Stealthy -->
<!-- minor Skill (15) Athletics -->
<!-- minor Skill (16) Bodybuilding -->
<!-- minor Skill (17) Demolitions -->
<!-- minor Skill (18) Teaching -->
<!-- minor Skill (19) Scouting -->
<!-- STOMP Character Traits -->
<!-- (0) Neutral -->
<!-- (1) Sociable -->
<!-- (2) Loner -->
<!-- (3) Optimist -->
<!-- (4) Assertive -->
<!-- (5) Intellectual -->
<!-- (6) Primitive -->
<!-- (7) Aggressive -->
<!-- (8) Phlegmatic -->
<!-- (9) Dauntless -->
<!-- (10) Pacifist -->
<!-- (11) Malicious -->
<!-- (12) Show-off -->
<!-- STOMP Disabilities -->
<!-- (0) None -->
<!-- (1) Heat Intolerant -->
<!-- (2) Nervous -->
<!-- (3) Claustrophobic -->
<!-- (4) Non Swimmer -->
<!-- (5) Fear of Insects -->
<!-- (6) Forgetful -->
<!-- (7) Psycho -->
<MERCPROFILES>
<PROFILE>
<uiIndex>0</uiIndex>
@@ -2841,7 +2936,8 @@
<bOldSkillTrait2>4</bOldSkillTrait2>
<bNewSkillTrait1>6</bNewSkillTrait1>
<bNewSkillTrait2>6</bNewSkillTrait2>
<bNewSkillTrait3>13</bNewSkillTrait3>
<bNewSkillTrait3>9</bNewSkillTrait3>
<bNewSkillTrait4>13</bNewSkillTrait4>
<bBuddy1>255</bBuddy1>
<bBuddy2>255</bBuddy2>
<bBuddy3>255</bBuddy3>
+75 -3
View File
@@ -12,7 +12,12 @@
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; Best Laser Range
; This modifier is multiplied with <BestLaserRange> tag. Valid values from 0.1 to 5.0 (higher is better).
; Default is 1.0
BEST_LASER_RANGE_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -147,7 +152,7 @@ SP4T_PUNCH_MODIFIER = 1.0
SP4T_TENTACLE_MODIFIER = 1.0
; ------- THROWING KNIFES -------
SP4T_THROWKNIFE_MODIFIER = 1.0
;******************************************************************************************************************************
; Here comes the modifiers for burst fire.
; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
; Valid values are from 0.1 to 5.0 (lower is better).
@@ -161,7 +166,7 @@ BURST_AP_SNIPER_MODIFIER = 1.0
BURST_AP_AR_MODIFIER = 1.0
BURST_AP_LMG_MODIFIER = 1.0
BURST_AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
; Below are the modifiers for Auto Firing.
; These modifiers are multiplied with the number of shots on auto fire per 5 APs (<bAutofireShotsPerFiveAP>).
; Valid values are from 0.1 to 5.0 (higher is better).
@@ -177,6 +182,73 @@ AF_SP5AP_LMG_MODIFIER = 1.0
AF_SP5AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload modifiers
;
; These modifiers are multiplied with the base AP cost to reload a weapon (<APsToReload>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_PISTOL_MODIFIER = 1.0
AP_RELOAD_MP_MODIFIER = 1.0
AP_RELOAD_SMG_MODIFIER = 1.0
AP_RELOAD_RIFLE_MODIFIER = 1.0
AP_RELOAD_SNIPER_MODIFIER = 1.0
AP_RELOAD_AR_MODIFIER = 1.0
AP_RELOAD_LMG_MODIFIER = 1.0
AP_RELOAD_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload manually modifiers
;
; These modifiers are multiplied with the AP cost to re-chamber/pump a weapon (<APsToReloadManually>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_MAN_PISTOL_MODIFIER = 1.0
AP_RELOAD_MAN_MP_MODIFIER = 1.0
AP_RELOAD_MAN_SMG_MODIFIER = 1.0
AP_RELOAD_MAN_RIFLE_MODIFIER = 1.0
AP_RELOAD_MAN_SNIPER_MODIFIER = 1.0
AP_RELOAD_MAN_AR_MODIFIER = 1.0
AP_RELOAD_MAN_LMG_MODIFIER = 1.0
AP_RELOAD_MAN_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_MAN_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Max Distance for messy death modifiers
;
; These modifiers are multiplied with the <MaxDistForMessyDeath> value of a weapon.
; Valid values are from 0.1 to 5.0 (higher is "better" ;-) )
; Default is 1.0
DIST_MESSY_PISTOL_MODIFIER = 1.0
DIST_MESSY_MP_MODIFIER = 1.0
DIST_MESSY_SMG_MODIFIER = 1.0
DIST_MESSY_RIFLE_MODIFIER = 1.0
DIST_MESSY_SNIPER_MODIFIER = 1.0
DIST_MESSY_AR_MODIFIER = 1.0
DIST_MESSY_LMG_MODIFIER = 1.0
DIST_MESSY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Weapon Handling modifiers
;
; These modifiers are multiplied with the weapon handling value (<Handling>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
HANDLING_PISTOL_MODIFIER = 1.0
HANDLING_MP_MODIFIER = 1.0
HANDLING_SMG_MODIFIER = 1.0
HANDLING_RIFLE_MODIFIER = 1.0
HANDLING_SNIPER_MODIFIER = 1.0
HANDLING_AR_MODIFIER = 1.0
HANDLING_LMG_MODIFIER = 1.0
HANDLING_SHOTGUN_MODIFIER = 1.0
HANDLING_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Armor Settings]
+75 -3
View File
@@ -12,7 +12,12 @@
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; Best Laser Range
; This modifier is multiplied with <BestLaserRange> tag. Valid values from 0.1 to 5.0 (higher is better).
; Default is 1.0
BEST_LASER_RANGE_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -147,7 +152,7 @@ SP4T_PUNCH_MODIFIER = 1.0
SP4T_TENTACLE_MODIFIER = 1.0
; ------- THROWING KNIFES -------
SP4T_THROWKNIFE_MODIFIER = 1.0
;******************************************************************************************************************************
; Here comes the modifiers for burst fire.
; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
; Valid values are from 0.1 to 5.0 (lower is better).
@@ -161,7 +166,7 @@ BURST_AP_SNIPER_MODIFIER = 1.0
BURST_AP_AR_MODIFIER = 1.0
BURST_AP_LMG_MODIFIER = 1.0
BURST_AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
; Below are the modifiers for Auto Firing.
; These modifiers are multiplied with the number of shots on auto fire per 5 APs (<bAutofireShotsPerFiveAP>).
; Valid values are from 0.1 to 5.0 (higher is better).
@@ -177,6 +182,73 @@ AF_SP5AP_LMG_MODIFIER = 1.0
AF_SP5AP_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload modifiers
;
; These modifiers are multiplied with the base AP cost to reload a weapon (<APsToReload>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_PISTOL_MODIFIER = 1.0
AP_RELOAD_MP_MODIFIER = 1.0
AP_RELOAD_SMG_MODIFIER = 1.0
AP_RELOAD_RIFLE_MODIFIER = 1.0
AP_RELOAD_SNIPER_MODIFIER = 1.0
AP_RELOAD_AR_MODIFIER = 1.0
AP_RELOAD_LMG_MODIFIER = 1.0
AP_RELOAD_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; APs to Reload manually modifiers
;
; These modifiers are multiplied with the AP cost to re-chamber/pump a weapon (<APsToReloadManually>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
AP_RELOAD_MAN_PISTOL_MODIFIER = 1.0
AP_RELOAD_MAN_MP_MODIFIER = 1.0
AP_RELOAD_MAN_SMG_MODIFIER = 1.0
AP_RELOAD_MAN_RIFLE_MODIFIER = 1.0
AP_RELOAD_MAN_SNIPER_MODIFIER = 1.0
AP_RELOAD_MAN_AR_MODIFIER = 1.0
AP_RELOAD_MAN_LMG_MODIFIER = 1.0
AP_RELOAD_MAN_SHOTGUN_MODIFIER = 1.0
AP_RELOAD_MAN_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Max Distance for messy death modifiers
;
; These modifiers are multiplied with the <MaxDistForMessyDeath> value of a weapon.
; Valid values are from 0.1 to 5.0 (higher is "better" ;-) )
; Default is 1.0
DIST_MESSY_PISTOL_MODIFIER = 1.0
DIST_MESSY_MP_MODIFIER = 1.0
DIST_MESSY_SMG_MODIFIER = 1.0
DIST_MESSY_RIFLE_MODIFIER = 1.0
DIST_MESSY_SNIPER_MODIFIER = 1.0
DIST_MESSY_AR_MODIFIER = 1.0
DIST_MESSY_LMG_MODIFIER = 1.0
DIST_MESSY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; Weapon Handling modifiers
;
; These modifiers are multiplied with the weapon handling value (<Handling>).
; Valid values are from 0.1 to 5.0 (lower is better).
; Default is 1.0
HANDLING_PISTOL_MODIFIER = 1.0
HANDLING_MP_MODIFIER = 1.0
HANDLING_SMG_MODIFIER = 1.0
HANDLING_RIFLE_MODIFIER = 1.0
HANDLING_SNIPER_MODIFIER = 1.0
HANDLING_AR_MODIFIER = 1.0
HANDLING_LMG_MODIFIER = 1.0
HANDLING_SHOTGUN_MODIFIER = 1.0
HANDLING_LAUNCHER_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Armor Settings]