diff --git a/gamedir/Data-1.13/APBPConstants.ini b/gamedir/Data-1.13/APBPConstants.ini index d4c7ae3a8..f86055c29 100644 --- a/gamedir/Data-1.13/APBPConstants.ini +++ b/gamedir/Data-1.13/APBPConstants.ini @@ -78,7 +78,7 @@ AP_STEALTH_MODIFIER = 8 ;*********************************************************************** ;* The amount of Action Points that are needed to steal from an enemy. * ;*********************************************************************** -AP_STEAL_ITEM = 56 +AP_STEAL_ITEM = 32 ;*********************************************************************** ;* AP-cost for putting blood into a jar. * diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 6343da047..32e3a197a 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -1181,6 +1181,67 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Alternative Weapon Holding settings +;------------------------------------------------------------------------------------------------------------------------------ + +; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and +; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). +; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and +; no use of scopes. +; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and +; here is explanation of each: +; 0 - Turned off entirely. +; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. +; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels +; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed +; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire +; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). +; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to +; the standard holding before the shot. +; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol +; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you +; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this +; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. +; Of course, Scope Modes has to be allowed for this to work (they are as default). +; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish +; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. +; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing +; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. +; +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3 + +; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on +; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with +; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. +; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) +; +RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 + +; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. +; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like +; semi-raised gun (quarter-raised by now actullay). +; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). +; +RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 + +; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here +; means -10% APs to shoot from hip / one-handed grip. +; +FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 + +; The base (N)CtH penalty when firing from alternative weapon holding. +CTH_PENALTY_FROM_ALTWEAPHOLD = 30 + +; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. +AIMING_PENALY_FROM_ALTWEAPHOLD = 30 + +; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming +; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). +AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; + + ;------------------------------------------------------------------------------------------------------------------------------ ; Weapon resting features ;------------------------------------------------------------------------------------------------------------------------------ @@ -1532,6 +1593,41 @@ ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE ROBOT_NO_READYTIME = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about +; being spotted, to compensate it a marker and enemy quote is implemented. +; This setting can be 0 or 1 or 2. +; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before +; 1 = enemies will not do that +; 2 = enemies will only TURN towards our direction, and NOT raise their weapon +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Energy cost on weapon manipulation +; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. +; Weapon weight: +; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, +; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), +; as those are more likely adviced to be fired from hip (LMGs) or on bipod. +; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. +; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_WEIGHT = 100 + +; Weapon recoil kick: +; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). +; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. +; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force +; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when +; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may +; (should) consider firing from hip as a more beneficial stance for it. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100 + + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data-1.13/Skills_Settings.INI b/gamedir/Data-1.13/Skills_Settings.INI index cd2df4888..83ee40099 100644 --- a/gamedir/Data-1.13/Skills_Settings.INI +++ b/gamedir/Data-1.13/Skills_Settings.INI @@ -295,7 +295,8 @@ BONUS_HTH_BREATH_DAMAGE = 15 LOST_BREATH_REGAIN_PENALTY = 100 ; Percentage bonus to damage dealt with aimed punches or spinning kicks -AIMED_PUNCH_DAMAGE_BONUS = 75 +; aimed punches already has +50% bonus, so this is on top of it (+100% with one level of trait, +150% with two) +AIMED_PUNCH_DAMAGE_BONUS = 50 ; CtH bonus with aimed punches or spinning kicks. ; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that @@ -324,8 +325,10 @@ APS_TURN_AROUND_REDUCTION = 25 ; Percentage APs reduction needed to climb on/off roofs and jump fences APS_CLIMB_OR_JUMP_REDUCTION = 25 -; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System) -REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35 +; Reduced chance to be interrupted by enemies when charging towards them (in their direction) +; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding +; nothing or a blade in his hands +REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40 ; Extra chance to knock open doors CHANCE_KICK_DOORS_BONUS = 25 @@ -508,7 +511,7 @@ DAMAGE_BONUS_BLADES = 30 DAMAGE_BONUS_BLUNT_WEAPONS = 30 ; Percentage bonus to damage when using an aimed attack in melee -AIMED_MELEE_ATTACK_DAMAGE_BONUS = 60 +AIMED_MELEE_ATTACK_DAMAGE_BONUS = 50 ; Percentage bonus to dodge a blade attack BONUS_CHANCE_TO_DODGE_BLADES = 30 @@ -589,7 +592,7 @@ BONUS_TO_MOVE_STEALTHILY = 40 STEALTH_BONUS = 25 ; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System) -REDUCED_CHANCE_TO_BE_INTERRUPTED = 30 +REDUCED_CHANCE_TO_BE_INTERRUPTED = 20 ; Cover penalty for moving is reduced by this value percentually CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25 diff --git a/gamedir/Data-1.13/TableData/Weapons.xml b/gamedir/Data-1.13/TableData/Weapons.xml index e96a9036c..aee33231c 100644 --- a/gamedir/Data-1.13/TableData/Weapons.xml +++ b/gamedir/Data-1.13/TableData/Weapons.xml @@ -1,4 +1,4 @@ - + 0 @@ -44,7 +44,8 @@ 0 4000 5000 - 80 + 80 + 0 1 diff --git a/gamedir/Data/Anims/F_MERC/A_LOOK.STI b/gamedir/Data/Anims/F_MERC/A_LOOK.STI new file mode 100644 index 000000000..aca62da11 Binary files /dev/null and b/gamedir/Data/Anims/F_MERC/A_LOOK.STI differ diff --git a/gamedir/Data/Anims/F_MERC/FW_SR_HIP_AIM.STI b/gamedir/Data/Anims/F_MERC/FW_SR_HIP_AIM.STI new file mode 100644 index 000000000..ae01e7c42 Binary files /dev/null and b/gamedir/Data/Anims/F_MERC/FW_SR_HIP_AIM.STI differ diff --git a/gamedir/Data/Anims/F_MERC/F_PRNCOW.sti b/gamedir/Data/Anims/F_MERC/F_PRNCOW.sti new file mode 100644 index 000000000..3a9cec732 Binary files /dev/null and b/gamedir/Data/Anims/F_MERC/F_PRNCOW.sti differ diff --git a/gamedir/Data/Anims/F_MERC/F_SR_HIP_AIM.STI b/gamedir/Data/Anims/F_MERC/F_SR_HIP_AIM.STI new file mode 100644 index 000000000..6c4c0718b Binary files /dev/null and b/gamedir/Data/Anims/F_MERC/F_SR_HIP_AIM.STI differ diff --git a/gamedir/Data/Anims/M_MERC/M_NECK2.sti b/gamedir/Data/Anims/M_MERC/M_NECK2.sti new file mode 100644 index 000000000..0519a247a Binary files /dev/null and b/gamedir/Data/Anims/M_MERC/M_NECK2.sti differ diff --git a/gamedir/Data/Anims/M_MERC/M_N_SHOT.sti b/gamedir/Data/Anims/M_MERC/M_N_SHOT.sti index 21a11cc10..bbe178eb7 100644 Binary files a/gamedir/Data/Anims/M_MERC/M_N_SHOT.sti and b/gamedir/Data/Anims/M_MERC/M_N_SHOT.sti differ diff --git a/gamedir/Data/Anims/M_MERC/M_PRNCOW.sti b/gamedir/Data/Anims/M_MERC/M_PRNCOW.sti new file mode 100644 index 000000000..7c02bf587 Binary files /dev/null and b/gamedir/Data/Anims/M_MERC/M_PRNCOW.sti differ diff --git a/gamedir/Data/Anims/M_MERC/M_SR_AM2.STI b/gamedir/Data/Anims/M_MERC/M_SR_AM2.STI new file mode 100644 index 000000000..26c497d2a Binary files /dev/null and b/gamedir/Data/Anims/M_MERC/M_SR_AM2.STI differ diff --git a/gamedir/Data/Anims/M_MERC/M_SR_AM2_ALT.STI b/gamedir/Data/Anims/M_MERC/M_SR_AM2_ALT.STI new file mode 100644 index 000000000..0f35a4635 Binary files /dev/null and b/gamedir/Data/Anims/M_MERC/M_SR_AM2_ALT.STI differ diff --git a/gamedir/Data/Anims/M_MERC/M_SR_HIP_AIM_ALT.STI b/gamedir/Data/Anims/M_MERC/M_SR_HIP_AIM_ALT.STI new file mode 100644 index 000000000..78cb9b71b Binary files /dev/null and b/gamedir/Data/Anims/M_MERC/M_SR_HIP_AIM_ALT.STI differ diff --git a/gamedir/Data/Anims/S_MERC/SW_SR_HIP_AIM.STI b/gamedir/Data/Anims/S_MERC/SW_SR_HIP_AIM.STI new file mode 100644 index 000000000..23ccb784a Binary files /dev/null and b/gamedir/Data/Anims/S_MERC/SW_SR_HIP_AIM.STI differ diff --git a/gamedir/Data/Anims/S_MERC/S_PRNCOW.sti b/gamedir/Data/Anims/S_MERC/S_PRNCOW.sti new file mode 100644 index 000000000..0af060021 Binary files /dev/null and b/gamedir/Data/Anims/S_MERC/S_PRNCOW.sti differ diff --git a/gamedir/Data/Anims/S_MERC/S_SR_HIP_AIM.STI b/gamedir/Data/Anims/S_MERC/S_SR_HIP_AIM.STI new file mode 100644 index 000000000..9bbc53bd2 Binary files /dev/null and b/gamedir/Data/Anims/S_MERC/S_SR_HIP_AIM.STI differ diff --git a/gamedir/Data/Anims/S_MERC/S_SR_HIP_LOW.STI b/gamedir/Data/Anims/S_MERC/S_SR_HIP_LOW.STI new file mode 100644 index 000000000..46bde04be Binary files /dev/null and b/gamedir/Data/Anims/S_MERC/S_SR_HIP_LOW.STI differ diff --git a/gamedir/Data/CURSORS/DEADLEAP.STI b/gamedir/Data/CURSORS/DEADLEAP.STI new file mode 100644 index 000000000..595dc8ea4 Binary files /dev/null and b/gamedir/Data/CURSORS/DEADLEAP.STI differ diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 7a72355aa..ef06dca60 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -1181,6 +1181,68 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Alternative Weapon Holding settings +;------------------------------------------------------------------------------------------------------------------------------ + +; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and +; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). +; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and +; no use of scopes. +; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and +; here is explanation of each: +; 0 - Turned off entirely. +; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. +; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels +; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed +; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire +; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). +; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to +; the standard holding before the shot. +; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol +; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you +; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this +; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. +; Of course, Scope Modes has to be allowed for this to work (they are as default). +; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish +; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. +; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing +; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. +; +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0 + +; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on +; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with +; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. +; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) +; +RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 + +; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. +; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like +; semi-raised gun (quarter-raised by now actullay). +; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). +; +RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 + +; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here +; means -10% APs to shoot from hip / one-handed grip. +; +FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 + +; The base (N)CtH penalty when firing from alternative weapon holding. +CTH_PENALTY_FROM_ALTWEAPHOLD = 30 + +; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH, +since its calculation is different, and it balances the reduction of aiming levels.) +AIMING_PENALY_FROM_ALTWEAPHOLD = 30 + +; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming +; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). +AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; + + ;------------------------------------------------------------------------------------------------------------------------------ ; Weapon resting features ;------------------------------------------------------------------------------------------------------------------------------ @@ -1527,6 +1589,41 @@ ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE ;Should the Robot be exempt from paying AP-to-Ready? ROBOT_NO_READYTIME = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about +; being spotted, to compensate it a marker and enemy quote is implemented. +; This setting can be 0 or 1 or 2. +; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before +; 1 = enemies will not do that +; 2 = enemies will only TURN towards our direction, and NOT raise their weapon +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Energy cost on weapon manipulation +; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. +; Weapon weight: +; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, +; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), +; as those are more likely adviced to be fired from hip (LMGs) or on bipod. +; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. +; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_WEIGHT = 0 + +; Weapon recoil kick: +; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). +; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. +; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force +; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when +; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may +; (should) consider firing from hip as a more beneficial stance for it. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data/Skills_Settings.INI b/gamedir/Data/Skills_Settings.INI index cd2df4888..86e494396 100644 --- a/gamedir/Data/Skills_Settings.INI +++ b/gamedir/Data/Skills_Settings.INI @@ -324,8 +324,10 @@ APS_TURN_AROUND_REDUCTION = 25 ; Percentage APs reduction needed to climb on/off roofs and jump fences APS_CLIMB_OR_JUMP_REDUCTION = 25 -; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System) -REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35 +; Reduced chance to be interrupted by enemies when charging towards them (in their direction) +; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding +; nothing or a blade in his hands +REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40 ; Extra chance to knock open doors CHANCE_KICK_DOORS_BONUS = 25 @@ -589,7 +591,7 @@ BONUS_TO_MOVE_STEALTHILY = 40 STEALTH_BONUS = 25 ; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System) -REDUCED_CHANCE_TO_BE_INTERRUPTED = 30 +REDUCED_CHANCE_TO_BE_INTERRUPTED = 20 ; Cover penalty for moving is reduced by this value percentually CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25 diff --git a/gamedir/Data/TableData/Weapons.xml b/gamedir/Data/TableData/Weapons.xml index 432b718e8..b1e0fcbbc 100644 --- a/gamedir/Data/TableData/Weapons.xml +++ b/gamedir/Data/TableData/Weapons.xml @@ -1,2168 +1,2169 @@ - - - - 0 - Nothing - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 10 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 157 - 0 - 0 - 20 - 1 - 7 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 4000 - 5000 - 80 - - - 1 - Glock 17 - 1 - 1 - 2 - 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end of file diff --git a/gamedir/INIEditorAPBPConstants.xml b/gamedir/INIEditorAPBPConstants.xml index 2f016cb79..4e492c6ef 100644 --- a/gamedir/INIEditorAPBPConstants.xml +++ b/gamedir/INIEditorAPBPConstants.xml @@ -780,13 +780,6 @@ Represents the AP cost to reload a single round of ammunition. Значение меткости по умолчанию для расчета требуемых АР в описании оружия. 枪械信息栏内计算 AP 消耗的默认值,以一个技能值为基准。(大概是技能高低影响 AP 消耗?) - - - The APs needed build a fortification structure. - - - -