diff --git a/gamedir/Data-1.13/APBPConstants.ini b/gamedir/Data-1.13/APBPConstants.ini index 60abc59b7..24368eda5 100644 --- a/gamedir/Data-1.13/APBPConstants.ini +++ b/gamedir/Data-1.13/APBPConstants.ini @@ -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. * ;*********************************************************************** diff --git a/gamedir/Data/APBPConstants.ini b/gamedir/Data/APBPConstants.ini new file mode 100644 index 000000000..d1d7725ed --- /dev/null +++ b/gamedir/Data/APBPConstants.ini @@ -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 \ No newline at end of file