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- Updated (added/deleted) a few HAM properties in the Ja2_Options.INI. These properties are still used by the game
- Added tags to some XML files which is used by the SpreadPatterns MOD (latest SVN EXE does not include Spread Patterns MOD) git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1155 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1184,8 +1184,16 @@ INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
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; campaign, or suffer(??) the consequences!!
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;******************************************************************************************************************************
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SKILLS_SUBPOINTS_TO_IMPROVE = 25
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ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
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HEALTH_SUBPOINTS_TO_IMPROVE = 50
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STRENGTH_SUBPOINTS_TO_IMPROVE = 50
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WISDOM_SUBPOINTS_TO_IMPROVE = 50
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DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
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AGILITY_SUBPOINTS_TO_IMPROVE = 50
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MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
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MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
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EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
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MEDICAL_SUBPOINTS_TO_IMPROVE = 25
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LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
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LEVEL_SUBPOINTS_TO_IMPROVE = 350
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;******************************************************************************************************************************
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@@ -159,6 +159,7 @@
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>BuckshotSpread</spreadPattern>
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</AMMOTYPE>
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<AMMOTYPE>
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<uiIndex>5</uiIndex>
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@@ -178,9 +179,9 @@
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<zeroMinimumDamage>0</zeroMinimumDamage>
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<canGoThrough>1</canGoThrough>
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<standardIssue>0</standardIssue>
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<numberOfBullets>6</numberOfBullets>
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<numberOfBullets>20</numberOfBullets>
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<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
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<multipleBulletDamageDivisor>3</multipleBulletDamageDivisor>
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<multipleBulletDamageDivisor>10</multipleBulletDamageDivisor>
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<highExplosive>0</highExplosive>
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<explosionSize>0</explosionSize>
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<antiTank>0</antiTank>
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@@ -191,6 +192,7 @@
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>FlechetteSpread</spreadPattern>
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</AMMOTYPE>
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<AMMOTYPE>
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<uiIndex>6</uiIndex>
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@@ -864,4 +866,37 @@
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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</AMMOTYPE>
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<AMMOTYPE>
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<uiIndex>0</uiIndex>
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<name>Duplex Ball</name>
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<fontColour>136</fontColour>
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<grayed>4</grayed>
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<offNormal>1</offNormal>
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<onNormal>3</onNormal>
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<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
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<structureImpactReductionDivisor>1</structureImpactReductionDivisor>
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<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
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<armourImpactReductionDivisor>1</armourImpactReductionDivisor>
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<beforeArmourDamageMultiplier>1</beforeArmourDamageMultiplier>
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<beforeArmourDamageDivisor>1</beforeArmourDamageDivisor>
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<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
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<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
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<zeroMinimumDamage>0</zeroMinimumDamage>
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<canGoThrough>1</canGoThrough>
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<standardIssue>1</standardIssue>
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<numberOfBullets>2</numberOfBullets>
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<multipleBulletDamageMultiplier>2</multipleBulletDamageMultiplier>
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<multipleBulletDamageDivisor>3</multipleBulletDamageDivisor>
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<highExplosive>0</highExplosive>
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<explosionSize>0</explosionSize>
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<antiTank>0</antiTank>
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<dart>0</dart>
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<knife>0</knife>
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<monsterSpit>0</monsterSpit>
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<acidic>0</acidic>
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>DuplexSpread</spreadPattern>
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</AMMOTYPE>
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</AMMOTYPELIST>
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@@ -5611,6 +5611,7 @@
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<BR_UsedInventory>1</BR_UsedInventory>
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<RangeBonus>20</RangeBonus>
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<Duckbill>1</Duckbill>
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<spreadPattern>DuckbillSpread</spreadPattern>
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</ITEM>
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<ITEM>
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<uiIndex>245</uiIndex>
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@@ -16591,6 +16592,7 @@
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<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_ROF>24</BR_ROF>
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<spreadPattern>SawedoffSpread</spreadPattern>
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</ITEM>
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<ITEM>
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<uiIndex>712</uiIndex>
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@@ -17210,6 +17212,7 @@
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<BR_ROF>28</BR_ROF>
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<BurstToHitBonus>5</BurstToHitBonus>
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<AutoFireToHitBonus>5</AutoFireToHitBonus>
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<spreadPattern>SawedoffSpread</spreadPattern>
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</ITEM>
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<ITEM>
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<uiIndex>733</uiIndex>
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@@ -31216,4 +31219,84 @@
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<TwoHanded>1</TwoHanded>
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<AmmoCrate>1</AmmoCrate>
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</ITEM>
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<!--
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Shotgun attachment ideas, not implemented
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- - - -
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<ITEM>
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<uiIndex></uiIndex>
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<szItemName>Imp. Mod. Choke</szItemName>
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<szLongItemName>Imp. Mod. Shotgun Choke</szLongItemName>
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<szItemDesc>When attached to the end of a shotgun barrel, causes shot fired from the shotgun to group tighter, permiting longer range and more shot to hit the target.</szItemDesc>
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<szBRName>Imp. Mod. Shotgun Choke</szBRName>
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<szBRDesc>When attached to the end of a shotgun barrel, causes shot fired from the shotgun to group tighter, permiting longer range and more shot to hit the target.</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>134</ubGraphicNum>
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<ubWeight>2</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>1</ItemSize>
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<usPrice>100</usPrice>
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<ubCoolness>2</ubCoolness>
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<bRepairEase>5</bRepairEase>
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<Damageable>1</Damageable>
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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<Attachment>1</Attachment>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>30</RangeBonus>
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<spreadPattern>ChokeImpModSpread</spreadPattern>
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</ITEM>
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<ITEM>
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<uiIndex></uiIndex>
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<szItemName>Full Choke</szItemName>
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<szLongItemName>Full Shotgun Choke</szLongItemName>
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<szItemDesc>When attached to the end of a shotgun barrel, causes shot fired from the shotgun to group much tighter, permiting longer range and more shot to hit the target. Not for use with slugs!</szItemDesc>
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<szBRName>Full Shotgun Choke</szBRName>
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<szBRDesc>When attached to the end of a shotgun barrel, causes shot fired from the shotgun to group much tighter, permiting longer range and more shot to hit the target. Not for use with slugs!</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>134</ubGraphicNum>
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<ubWeight>2</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>1</ItemSize>
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<usPrice>100</usPrice>
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<ubCoolness>2</ubCoolness>
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<bRepairEase>5</bRepairEase>
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<Damageable>1</Damageable>
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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<Attachment>1</Attachment>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>40</RangeBonus>
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<spreadPattern>ChokeFullSpread</spreadPattern>
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</ITEM>
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<ITEM>
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<uiIndex></uiIndex>
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<szItemName>Rifled Choke</szItemName>
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<szLongItemName>Rifled Shotgun Choke</szLongItemName>
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<szItemDesc>When attached to the end of a shotgun barrel, causes slugs to fire more accurately and farther. However, shot will fire in a very wide, ineffective pattern.</szItemDesc>
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<szBRName>Rifled Shotgun Choke</szBRName>
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<szBRDesc>Makes your slugs to fire long and straight, but throws shot all over tarnation!</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>134</ubGraphicNum>
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<ubWeight>2</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>1</ItemSize>
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<usPrice>100</usPrice>
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<ubCoolness>2</ubCoolness>
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<bRepairEase>5</bRepairEase>
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<Damageable>1</Damageable>
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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<Attachment>1</Attachment>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>60</RangeBonus>
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<ToHitBonus>20</ToHitBonus>
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<spreadPattern>ChokeRifledSpread</spreadPattern>
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</ITEM>
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-->
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</ITEMLIST>
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@@ -0,0 +1,232 @@
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<?xml version="1.0" encoding="utf-8"?>
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<SPREADPATTERNLIST>
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<!--
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<SPREADPATTERN>
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Defines the pattern.
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Can have 1 <NAME>, 1 <xpsread>, 1 <yspread>, 1 <method>, and any number of <p>
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<NAME>
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The Name used by other XML files.
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Case insensitive, leading and trailing spaces are trimmed on load.
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No actual naming convention is specified, but I use full UpperCamelCase and put Spread at the end of every name.
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<DESC>
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Description, for informative purposes only.
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Not used in game at all.
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<p>
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Defines a specific pellet angle. Must have 1 <x> and 1 <y>
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<x>
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Defines a pellet angle's horizontal deviation from a Mer'c line of sight.
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Similar to yaw, but not the same.
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Can be negative, positive, or zero.
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<y>
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As <x> but vertical.
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Similar to pitch, but not the same.
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<xspread>
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Defines a spread range's horizontal range for randomized pellets. Negative numbers will be made positive on load.
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Any pellets fired in the range could fall anwhere between -xspread and +xspread.
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Keep in mind that since this defines maximum spread, normal distribution will cause most pellets to land closer to the center, so the group may be tighter than you expect.
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If both xspread and yspread are zero, then they are ignored.
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<yspread>
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As <xspread> but vertical.
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<method>
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The distribution method to use for a random spread.
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These are pretty self explanitory. Think of it this way: if you fired the shotgun at the side of a barn from 10 meters, this is the rough shape the pellets would make on it.
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Can be one of:
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Rectangle
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Diamond
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Ellipse
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If left unspecified, the pattern will default to the value of giSpreadPatternMethod_Default, which is Ellipse.
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This default value may be moved to the INI file in the future.
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The first spread pattern defined here is the default used if no other pattern is specified in other XML files.
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Sections are commented below, and initial arrangement is organized, but this is not necesary for the code.
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Any number of SPREADPATTERN tags can exist in any order... but clarity is nice to have.
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If specific pellet angles are defined (e.g. <p><x> 0.0000</x><y> 0.0000</y></p> ) then they will be used first, in the order they are listed.
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If more pellet angles are defined than the number of pellets an AmmoType fires, then the excess angles are ignored.
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If an AmmoType has more shots than the number of angles that are defined, and there no spread ranges defined, then the pellet angles are recycled.
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E.g. if 9 pellet angles are defined, no xspread or yspread, then pellet 10 will follow angle 0, 11 will follow 1, etc.
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(pellets angles are created as arrays on load, so if nine pellet angles are defined the first is index 0 and the last is index 8)
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If an AmmoType has more shots than the number of angles that are defined, and there are spread ranges defined, then the excess pellets will fire at random angles within the spread.
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E.g. 9 pellet angles defined, xspread=0.032 and yspread=0.032 then the first nine pellets follow the defined angles, and all remaining pellets fired will be at random angles between -0.032 and +0.032
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If no pellet angles are defined, and spread are defined, then all pellets will fire at random angles within the defined range.
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In order for the spread to be used, one value must be non-zero. If both are zero, it is ignored.
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All angles (for individual pellet angles and random spread) are defined in radians.
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Traditional shotgun chokes are talked about in how much spread they have on paper at a particular range.
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For example, 10inch spread at 20 yards, or 25cm at 20m.
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If you are thinking in these terms when designing your pattern, here are some equations to help you on your way.
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(note that these work for both xspread and yspread, and that the unit of measure for spread_on_paper and distance is the same)
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Eq.1: Finding the amount of spread for a given xspread angle at a given distance:
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spread_on_paper = 2 * distance * tan(xspread)
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Eq.2: Finding the distance at which a known spread will occur for a known angle:
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distance = spread_on_paper / (2 * tan(xspread) )
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Eq.3: Finding the angle needed for a known desired spread at a desired range:
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xspread = cot( spread_on_paper / (2 * distance) )
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If trying to find out where a pellet would land for a <p> angle specified, just remove to 2 from the equations above.
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These only work as expected for xspread < pi/2 and are decreasingly useful as you approach pi/2
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Please note that real world spread patterns open up in a non-linear manner. That is to say, the flight path of real shotgun pellets more closely resembles a funnel than a cone.
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The methods used here are strickly conical, which is fine for the purposes of a game.
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Also note that the JA2 game engine sends bullets in a flat trajectory as if they were fired in zero gravity.
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So there is no bullet drop or pellet drop at any time in the game, regardless of bullet type.
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Please show a sign for positive and negative numbers, and no sign for 0, for pellet angles.
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For xspread and yspread, please use positive number and never use a sign.
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Please use the decimal format shown. That is, 0.0000
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Doing so makes everything a lot easier to read.
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-->
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<SPREADPATTERN>
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<NAME>DefaultSpread</NAME>
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<DESC>First pellet straight ahead, then follow the original game's shotgun pattern, then wide random spread.</DESC>
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<!-- First fires straight -->
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<p><x> 0.0000</x><y> 0.0000</y></p>
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<!-- Normal Shotgun. Spread of about 2 degrees in all directions, from original game code -->
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<p><x>-0.0120</x><y> 0.0000</y></p>
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<p><x>+0.0120</x><y> 0.0000</y></p>
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<p><x> 0.0000</x><y>-0.0120</y></p>
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<p><x> 0.0000</x><y>+0.0120</y></p>
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<p><x>-0.0080</x><y>-0.0080</y></p>
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<p><x>-0.0080</x><y>+0.0080</y></p>
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<p><x>+0.0080</x><y>-0.0080</y></p>
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<p><x>+0.0080</x><y>+0.0080</y></p>
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<!-- Fairly wide spread range, slightly wider than the Flamer was in the original game, about +-7 degrees both ways -->
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<xspread>0.1234</xspread> <yspread>0.1234</yspread>
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</SPREADPATTERN>
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<!--
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*** Section for AmmoType spread patterns ***
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-->
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<SPREADPATTERN>
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<NAME>BuckshotSpread</NAME>
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<DESC>Spread range slightly wider than the original game.</DESC>
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<xspread>0.0150</xspread> <yspread>0.0150</yspread>
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</SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>FlechetteSpread</NAME>
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<DESC>Flechettes spread much wider than shot.</DESC>
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<xspread>0.0250</xspread> <yspread>0.0250</yspread>
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</SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>DuplexSpread</NAME>
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<DESC>Also for triplex, quadplex, or any other inline multiple projectile.</DESC>
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<xspread>0.0120</xspread> <yspread>0.0120</yspread>
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<p><x> 0.0000</x><y> 0.0000</y></p>
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</SPREADPATTERN>
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||||
<!--
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||||
*** Section for Ammo item specific spread patterns ***
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-->
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<SPREADPATTERN>
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<NAME>12gaTungstenSpread</NAME>
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<DESC>
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(not used anywhere right now, just an example)
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Tungsten shot groups better and hits harder at range.
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Of course, it also groups better out of a choke, so this would ideally be cumulative
|
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with choke or weapon, but no need to complicate things more than I already have.
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</DESC>
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<xspread>0.0090</xspread> <yspread>0.0090</yspread>
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</SPREADPATTERN>
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||||
<!--
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||||
*** Section for Weapon item specific spread patterns ***
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||||
-->
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<SPREADPATTERN>
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<NAME>FlamerSpread</NAME>
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<DESC>Flamethrower more spread out. Uses static angles, unchanged from original game.</DESC>
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||||
<p><x> 0.0000</x><y> 0.0000</y></p>
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||||
<p><x>-0.1200</x><y> 0.0000</y></p>
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||||
<p><x>+0.1200</x><y> 0.0000</y></p>
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||||
<p><x> 0.0000</x><y>-0.1200</y></p>
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||||
<p><x> 0.0000</x><y>+0.1200</y></p>
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||||
<p><x>-0.0080</x><y>-0.0080</y></p>
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||||
<p><x>-0.0080</x><y>+0.0080</y></p>
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<p><x>+0.0080</x><y>-0.0080</y></p>
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<p><x>+0.0080</x><y>+0.0080</y></p>
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</SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>SawedoffSpread</NAME>
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<DESC>
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||||
Very wide spread from a crudely cut-off barrel.
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||||
Use weapon based spread patterns spareingly, since ammo will likely be tweaked to have a specific
|
||||
performance at specific ranges, and spreads are non-cumulative.
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||||
</DESC>
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||||
<xspread>0.0300</xspread> <yspread>0.0300</yspread>
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</SPREADPATTERN>
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||||
<!--
|
||||
*** Section for Attachment item specific spread patterns ***
|
||||
-->
|
||||
<SPREADPATTERN>
|
||||
<NAME>DuckbillSpread</NAME>
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||||
<DESC>Duckbill flattens the spread and makes it wider horizontally.</DESC>
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||||
<xspread>0.0350</xspread> <yspread>0.0050</yspread>
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||||
</SPREADPATTERN>
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||||
<SPREADPATTERN>
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||||
<NAME>ChokeImpModSpread</NAME>
|
||||
<DESC>A improved modified choke for standard 12ga shotguns.</DESC>
|
||||
<xspread>0.0110</xspread> <yspread>0.0100</yspread>
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>ChokeFullSpread</NAME>
|
||||
<DESC>A full choke for standard 12ga shotguns.
|
||||
Not for use with slugs or steel shot!
|
||||
Well, in real life, but it won't hurt you in the game.
|
||||
Very tight pattern.
|
||||
</DESC>
|
||||
<xspread>0.0080</xspread> <yspread>0.0080</yspread>
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>ChokeRifledSpread</NAME>
|
||||
<DESC>A rifled choke for standard 12ga shotguns.
|
||||
This is a little bit of a hack, and a good example of what can be done when getting creative.
|
||||
Rifled chokes are intended to increase the range and accuracy of slugs.
|
||||
So, the attachment will do so.
|
||||
However, rifled chokes also spray out the pellets wildly, making them rather bad for shot.
|
||||
They also tend to give shot _less_ range, but we can't accomplish that, so the spread is exaggerated.
|
||||
Hopefully, spread will have the desired impact on reducing the usefulness of shot at range.
|
||||
(though unskilled characters may find that it inadvertantly increases their chance to hit the target
|
||||
with at least one pellet)
|
||||
</DESC>
|
||||
<xspread>0.7853</xspread> <yspread>0.7853</yspread>
|
||||
</SPREADPATTERN>
|
||||
<!--
|
||||
*** Section for other unused, special case, testing, or quicky mod-related spread patterns ***
|
||||
-->
|
||||
<SPREADPATTERN>
|
||||
<NAME>RandomSpread</NAME>
|
||||
<DESC>Random angles, from straight ahead to straight back, up, down, left, right.</DESC>
|
||||
<method>Rectangle</method>
|
||||
<xspread>3.1415</xspread> <yspread>3.1415</yspread>
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>CrazySpread</NAME>
|
||||
<DESC>Everything firing with moderate spread, but backwards</DESC>
|
||||
<p><x>+3.1415</x><y> 0.0000</y></p>
|
||||
<p><x>-3.1415</x><y> 0.0000</y></p>
|
||||
<p><x>+3.0415</x><y>+0.0050</y></p>
|
||||
<p><x>-3.0415</x><y>-0.0050</y></p>
|
||||
<p><x>+3.0000</x><y>+0.0100</y></p>
|
||||
<p><x>-3.0000</x><y>-0.0100</y></p>
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>AxisSpread</NAME>
|
||||
<DESC>In straight lines along every axis</DESC>
|
||||
<p><x> 0.0000</x><y> 0.0000</y></p> <!-- forward -->
|
||||
<p><x>+3.1415</x><y> 0.0000</y></p> <!-- backward -->
|
||||
<p><x> 0.0000</x><y>+1.5707</y></p> <!-- up -->
|
||||
<p><x> 0.0000</x><y>-1.5707</y></p> <!-- down -->
|
||||
<p><x>+1.5707</x><y> 0.0000</y></p> <!-- right -->
|
||||
<p><x>-1.5707</x><y> 0.0000</y></p> <!-- left -->
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>Nada</NAME>
|
||||
<DESC>Nothing defined.</DESC>
|
||||
</SPREADPATTERN>
|
||||
<SPREADPATTERN>
|
||||
<NAME>Template</NAME>
|
||||
<DESC>Template</DESC>
|
||||
<method>Ellipse</method>
|
||||
<xspread>0.0000</xspread> <yspread>0.0000</yspread>
|
||||
<p><x> 0.0000</x><y> 0.0000</y></p>
|
||||
</SPREADPATTERN>
|
||||
</SPREADPATTERNLIST>
|
||||
@@ -1185,8 +1185,16 @@ INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
|
||||
; campaign, or suffer(??) the consequences!!
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SKILLS_SUBPOINTS_TO_IMPROVE = 25
|
||||
ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
|
||||
HEALTH_SUBPOINTS_TO_IMPROVE = 50
|
||||
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
|
||||
WISDOM_SUBPOINTS_TO_IMPROVE = 50
|
||||
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
|
||||
AGILITY_SUBPOINTS_TO_IMPROVE = 50
|
||||
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
|
||||
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
|
||||
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
|
||||
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
|
||||
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
|
||||
LEVEL_SUBPOINTS_TO_IMPROVE = 350
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
Reference in New Issue
Block a user