Sandro's feature pack (by Sandro)

- GameDir files for the features
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1490 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-08-14 12:20:35 +00:00
parent ecfbd4de1a
commit 7563ebda21
23 changed files with 2384 additions and 2191 deletions
+1 -1
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@@ -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. *
+96
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@@ -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
;******************************************************************************************************************************
;******************************************************************************************************************************
+8 -5
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@@ -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
+3 -2
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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<WEAPONLIST>
<WEAPON>
<uiIndex>0</uiIndex>
@@ -44,7 +44,8 @@
<Handling>0</Handling>
<usOverheatingJamThreshold>4000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>5000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>80</usOverheatingSingleShotTemperature>
<usOverheatingSingleShotTemperature>80</usOverheatingSingleShotTemperature>
<HeavyGun>0</HeavyGun>
</WEAPON>
<WEAPON>
<uiIndex>1</uiIndex>