New Release build (2620):

Bugfixes:
- CTD when enemies retreat (by Heinz)
- Open IMP page in laptop and then close laptop using key ESC. You will see button for closing window on strategic map... if you press this button you will have CTD.
- Mercs randomly drop aimed weapons automatically under some weird circumstances 
- Merc are now a little more "talkactive"
- Fixed error creating new soldiers in DoReinforcementAsPendingEnemy
- Fixed some bugs in Shopkeeper interface.
- Fixed CTD when pressing Alt-Y not in cheat mode
- Save/load screen shouldn't appear during quickload
- Fix movement cost problems in 100AP.  Externalized the movement cost modifiers and changed the run modifier from a divisor to a flat modifier like other forms of movement use.
- Added a condition which should stop the blue asterisk from appearing on an item unless that item is of item class IC_LBEGEAR.

New:
- AI Viewer: To use the AI Viewer build a Debug Version, go to the Strategy Screen and press F12
- Quest Debug System: Quest Debug System dialog is opened by switching to the Tactical screen and press F11.
- New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen
- "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical. This forces the game to go in turn based mode when there are enemies in the sector.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1097 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2009-03-12 22:50:59 +00:00
parent dbfd9ab591
commit 7e4c52ac13
2 changed files with 369 additions and 1 deletions
+10 -1
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@@ -74,7 +74,7 @@ AP_TAKE_BLOOD = 40
AP_TALK = 24
;***********************************************************************
;* Movement costs for different types of terrain. *!
;* Movement costs for different types of terrain. *
;***********************************************************************
AP_MOVEMENT_FLAT = 12
AP_MOVEMENT_GRASS = 14
@@ -84,6 +84,15 @@ AP_MOVEMENT_SHORE = 28
AP_MOVEMENT_LAKE = 36
AP_MOVEMENT_OCEAN = 32
;***********************************************************************
;* Movement modifiers based on move rate *
;***********************************************************************
AP_MODIFIER_RUN = -8
AP_MODIFIER_WALK = -4
AP_MODIFIER_SWAT = 0
AP_MODIFIER_CRAWL = 4
AP_MODIFIER_PACK = 4
;***********************************************************************
;* AP-cost for changing facing while standing. *
;***********************************************************************
+359
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@@ -0,0 +1,359 @@
[APConstants]
;***********************************************************************
;* The maximum number of Action Points a merc may have. *
;* Should be 5x MAX_AP_CARRIED for game-balance purposes. *
;***********************************************************************
AP_MAXIMUM = 25
;***********************************************************************
;* The minimum number of Action Points a merc should have. *
;***********************************************************************
AP_MINIMUM = 40
;***********************************************************************
;* The maximum number of Action Points for Crepitus. *
;***********************************************************************
AP_MONSTER_MAXIMUM = 160
;***********************************************************************
;* The maximum number of Action Points for vehicles. *
;***********************************************************************
AP_VEHICLE_MAXIMUM = 200
;***********************************************************************
;* This is the maximum number of Action Points that may be carried *
;* over from a previous round. It should be no more than 1/5 of *
;* AP_MAXIMUM, or game balance may be seriously disturbed. *
;***********************************************************************
MAX_AP_CARRIED = 20
;***********************************************************************
;* The following 5 values are actual percent adjustments. *
;* So 9 actually means 90% of whatever APs have been calculated. *
;* 15 = 150%. etc. *
;* *
;* AP_WRONG_MAG is the multiplier applied to reload AP cost when *
;* trying to reload from an improper sized mag *
;***********************************************************************
AP_YOUNG_MONST_FACTOR = 15
AP_MONST_FRENZY_FACTOR = 13
AP_CLAUSTROPHOBE = 9
AP_AFRAID_OF_INSECTS = 8
AP_WRONG_MAG = 15
;***********************************************************************
;* The amount of Action Points that are needed to exchange places *
;* with another character. *
;***********************************************************************
AP_EXCHANGE_PLACES = 20
;***********************************************************************
;* Movement costs are raised by this amount, when moving in reverse. *
;***********************************************************************
AP_REVERSE_MODIFIER = 4
;***********************************************************************
;* Movement costs are raised by this amount, when being stealthy. *
;***********************************************************************
AP_STEALTH_MODIFIER = 8
;***********************************************************************
;* The amount of Action Points that are needed to steal from an enemy. *
;***********************************************************************
AP_STEAL_ITEM = 56
;***********************************************************************
;* AP-cost for putting blood into a jar. *
;***********************************************************************
AP_TAKE_BLOOD = 40
;***********************************************************************
;* The amount of Action Points that are needed to talk to another *
;* character. *
;***********************************************************************
AP_TALK = 24
;***********************************************************************
;* Movement costs for different types of terrain. *
;***********************************************************************
AP_MOVEMENT_FLAT = 12
AP_MOVEMENT_GRASS = 14
AP_MOVEMENT_BUSH = 18
AP_MOVEMENT_RUBBLE = 24
AP_MOVEMENT_SHORE = 28
AP_MOVEMENT_LAKE = 36
AP_MOVEMENT_OCEAN = 32
;***********************************************************************
;* Movement modifiers based on move rate *
;***********************************************************************
AP_MODIFIER_RUN = -8
AP_MODIFIER_WALK = -4
AP_MODIFIER_SWAT = 0
AP_MODIFIER_CRAWL = 4
AP_MODIFIER_PACK = 4
;***********************************************************************
;* AP-cost for changing facing while standing. *
;***********************************************************************
AP_CHANGE_FACING = 4
;***********************************************************************
;* AP-cost for changing to another target inside current facing. *!
;***********************************************************************
AP_CHANGE_TARGET = 2
;***********************************************************************
;* AP-costs that are involved in throwing items other than to attack. *
;***********************************************************************
AP_TOSS_ITEM = 32
;***********************************************************************
;* AP-cost charged for refueling a vehicle *
;***********************************************************************
AP_REFUEL_VEHICLE = 40
;***********************************************************************
;* The cost for enemy soldiers to use their radio. *
;***********************************************************************
AP_RADIO = 20
;***********************************************************************
;* AP-costs to change stance *!
;***********************************************************************
AP_CROUCH = 6
AP_PRONE = 8
;***********************************************************************
;* AP-costs for looking (binocs) for various stances. *!
;***********************************************************************
AP_LOOK_STANDING = 4
AP_LOOK_CROUCHED = 6
AP_LOOK_PRONE = 8
;***********************************************************************
;* AP-costs for geting a weapon into position. *
;* Most are not used because these costs are also in weapons.xml *
;***********************************************************************
AP_READY_KNIFE = 0
AP_READY_DUAL = 4
;***********************************************************************
;* Maybe default values in case calculations come up with strange *
;* (negative?) results? *
;***********************************************************************
AP_MIN_AIM_ATTACK = 0
;***********************************************************************
;* AP-cost to place a bomb for demolition purposes. *
;***********************************************************************
AP_DROP_BOMB = 12
;***********************************************************************
;* Normally superseded by value in weapons.xml. *
;***********************************************************************
AP_RELOAD_GUN = 20
;***********************************************************************
;* AP-costs involved in First Aid. *
;***********************************************************************
AP_START_FIRST_AID = 20
;***********************************************************************
;* Self-explanatory, I believe ;-) *
;***********************************************************************
AP_START_REPAIR = 20
;***********************************************************************
;* This is a divisor so we don't want to adjust it's value. *!
;* It adjusts how many AP per damage point taken are lost. *!
;***********************************************************************
AP_GET_WOUNDED_DIVISOR = 1
;***********************************************************************
;* AP-loss from stepping on marbles or from getting hit very hard. *
;***********************************************************************
AP_FALL_DOWN = 16
;***********************************************************************
;* AP-costs involved in opening doors. *
;* AP_OPEN_DOOR is also used for closing doors *
;* AP_LOCK_DOOR exists, but I have never been able to lock a door *
;* in-game. *
;***********************************************************************
AP_OPEN_DOOR = 12
AP_PICKLOCK = 40
AP_EXAMINE_DOOR = 20
AP_BOOT_DOOR = 32
AP_USE_CROWBAR = 40
AP_UNLOCK_DOOR = 24
AP_LOCK_DOOR = 24
AP_EXPLODE_DOOR = 40
AP_UNTRAP_DOOR = 40
;***********************************************************************
;* AP-cost for cutting fences. *
;***********************************************************************
AP_USEWIRECUTTERS = 40
;***********************************************************************
;* AP-costs for climbing, obviously ;-) *
;***********************************************************************
AP_CLIMBROOF = 40
AP_CLIMBOFFROOF = 24
;***********************************************************************
;* AP-costs for jumping fences, without or with a backpack. *
;***********************************************************************
AP_JUMPFENCE = 24
AP_JUMPFENCEBPACK = 40
;***********************************************************************
;* Activating mounted or handheld switches. *
;***********************************************************************
AP_USE_REMOTE = 8
AP_PULL_TRIGGER = 8
AP_PUNCH = 16
;***********************************************************************
;* AP-cost for taking an item from the ground. *
;***********************************************************************
AP_PICKUP_ITEM = 12
;***********************************************************************
;* AP-cost to give an item to an adjacent merc. *
;***********************************************************************
AP_GIVE_ITEM = 4
;***********************************************************************
;* AP-cost to set a mine *
;***********************************************************************
AP_BURY_MINE = 30
;***********************************************************************
;* AP-cost to disarm a mine or booby trap *
;***********************************************************************
AP_DISARM_MINE = 40
;***********************************************************************
;* Application of items to the Body silhouette. *
;***********************************************************************
AP_DRINK = 20
AP_CAMOFLAGE = 40
;***********************************************************************
;* Self-explanatory. *
;***********************************************************************
AP_START_RUN_COST = 4
;***********************************************************************
;* AP-cost for attaching the soda can with string to a door. *
;***********************************************************************
AP_ATTACH_CAN = 20
;***********************************************************************
;* AP-cost to jump over a prone merc. *!
;***********************************************************************
AP_JUMP_OVER = 20
;***********************************************************************
;* Backpack-related AP-costs. *
;***********************************************************************
AP_BACK_PACK = 12
AP_OPEN_ZIPPER = 24
AP_CLOSE_ZIPPER = 28
;***********************************************************************
;* AP for aiming clicks. *
;***********************************************************************
AP_CLICK_AIM = 4
;***********************************************************************
;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP *
;* to determine how many AP we actually want the value to represent. *
;* "FiveAP" is right for a 25AP system, but 20 is more approriate for *
;* a 100AP system. *
;***********************************************************************
AUTOFIRE_SHOTS_AP_VALUE = 20
;***********************************************************************
;* Loose round reload system. *
;* Represents the AP cost to reload a single round of ammunition *
;***********************************************************************
AP_RELOAD_LOOSE = 8
;***********************************************************************
;* The AP shot cost at which a gun will be listed as "slow firing" *
;***********************************************************************
BAD_AP_COST = 36
;***********************************************************************
;* AP value to unjam a weapon *
;***********************************************************************
AP_UNJAM = 2
;***********************************************************************
;* Maximum AP penalty from supression fire *
;* Modifire for how effective a suppression point is *
;***********************************************************************
AP_MAX_SUPPRESSED = 32
AP_SUPPRESSION_MOD = 24
;***********************************************************************
;* Default values to calculate AP-costs shown in Infoboxes of guns. *
;***********************************************************************
DEFAULT_APS = 80
DEFAULT_AIMSKILL = 80
[BPConstants]
BP_RATIO_RED_PTS_TO_NORMAL = 100
BP_RUN_ENERGYCOSTFACTOR = 3
BP_WALK_ENERGYCOSTFACTOR = 1
BP_SWAT_ENERGYCOSTFACTOR = 2
BP_CRAWL_ENERGYCOSTFACTOR = 4
BP_RADIO = 0
BP_USE_DETONATOR = 0
;***********************************************************************
;* These four values are dynamically adjusted based on AP_MAXIMUM *
;***********************************************************************
BP_PER_AP_NO_EFFORT = -50
BP_PER_AP_MIN_EFFORT = -25
BP_PER_AP_LT_EFFORT = -12
BP_PER_AP_MOD_EFFORT = 6
BP_MOVEMENT_FLAT = 5
BP_MOVEMENT_GRASS = 10
BP_MOVEMENT_BUSH = 20
BP_MOVEMENT_RUBBLE = 35
BP_MOVEMENT_SHORE = 50
BP_MOVEMENT_LAKE = 75
BP_MOVEMENT_OCEAN = 100
BP_CROUCH = 10
BP_PRONE = 10
BP_CLIMBROOF = 500
BP_CLIMBOFFROOF = 250
BP_JUMPFENCE = 200
BP_JUMPFENCEBPACK = 500
BP_STEAL_ITEM = 50
BP_START_FIRST_AID = 0
BP_GET_HIT = 200
BP_GET_WOUNDED = 50
BP_FALL_DOWN = 250
BP_OPEN_DOOR = 30
BP_PICKLOCK = -250
BP_EXAMINE_DOOR = -250
BP_BOOT_DOOR = 200
BP_USE_CROWBAR = 350
BP_UNLOCK_DOOR = 50
BP_EXPLODE_DOOR = -250
BP_UNTRAP_DOOR = 150
BP_LOCK_DOOR = 50
BP_USEWIRECUTTERS = 200
BP_DROP_BOMB = 0
BP_BURY_MINE = 250
BP_DISARM_MINE = 0
BP_JUMP_OVER = 250
BP_BACK_PACK = 50
BP_WORK_ZIPPER = 250
BP_UNJAM = 0