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1.13 Power Update
*** New ja2.exe build (2415) *** - Enhanced Description Box (by Headrock) - Can be toggled on/off in the game settings - Can be customized in the ja2_options.ini (USE_ENHANCED_DESCRIPTION_BOX) - Further infos: http://www.bookgallery.co.il/JA2PublicPosts/DescBox.asp - 100 AP System - Now the default system - Can be changed back to 25 AP System in the Data-1.13\APBPConstants.ini - Just change the property AP_MAXIMUM = 25 and you have the 25 AP System back German and Russian EXE can be found here: http://ja2.h758491.serverkompetenz.net/Wanne/Build_2415/ *** New XML Editor *** - Supports the 100 AP system - Minor adjustments *** New INI Editor *** - Also works as a MOD Loader. - New entry in the ja2.ini (DEFAULT_JA2_EXECUTABLE). Used for starting JA2 v1.13 from the INI Editor - Supports 100 AP System (APBPConstants.ini) - Configure and start JA2 v1.13 from the INI Editor git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1049 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -0,0 +1,350 @@
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[APConstants]
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;***********************************************************************
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;* The maximum number of Action Points a merc may have. *
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;* Should be 5x MAX_AP_CARRIED for game-balance purposes. *
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;***********************************************************************
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AP_MAXIMUM = 100
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;***********************************************************************
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;* The minimum number of Action Points a merc should have. *
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;***********************************************************************
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AP_MINIMUM = 40
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;***********************************************************************
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;* The maximum number of Action Points for Crepitus. *
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;***********************************************************************
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AP_MONSTER_MAXIMUM = 160
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;***********************************************************************
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;* The maximum number of Action Points for vehicles. *
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;***********************************************************************
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AP_VEHICLE_MAXIMUM = 200
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;***********************************************************************
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;* This is the maximum number of Action Points that may be carried *
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;* over from a previous round. It should be no more than 1/5 of *
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;* AP_MAXIMUM, or game balance may be seriously disturbed. *
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;***********************************************************************
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MAX_AP_CARRIED = 20
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;***********************************************************************
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;* The following 5 values are actual percent adjustments. *
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;* So 9 actually means 90% of whatever APs have been calculated. *
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;* 15 = 150%. etc. *
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;* *
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;* AP_WRONG_MAG is the multiplier applied to reload AP cost when *
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;* trying to reload from an improper sized mag *
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;***********************************************************************
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AP_YOUNG_MONST_FACTOR = 15
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AP_MONST_FRENZY_FACTOR = 13
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AP_CLAUSTROPHOBE = 9
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AP_AFRAID_OF_INSECTS = 8
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AP_WRONG_MAG = 15
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;***********************************************************************
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;* The amount of Action Points that are needed to exchange places *
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;* with another character. *
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;***********************************************************************
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AP_EXCHANGE_PLACES = 20
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;***********************************************************************
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;* Movement costs are raised by this amount, when moving in reverse. *
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;***********************************************************************
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AP_REVERSE_MODIFIER = 4
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;***********************************************************************
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;* Movement costs are raised by this amount, when being stealthy. *
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;***********************************************************************
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AP_STEALTH_MODIFIER = 8
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;***********************************************************************
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;* The amount of Action Points that are needed to steal from an enemy. *
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;***********************************************************************
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AP_STEAL_ITEM = 56
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;***********************************************************************
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;* AP-cost for putting blood into a jar. *
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;***********************************************************************
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AP_TAKE_BLOOD = 40
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;***********************************************************************
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;* The amount of Action Points that are needed to talk to another *
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;* character. *
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;***********************************************************************
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AP_TALK = 24
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;***********************************************************************
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;* Movement costs for different types of terrain. *!
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;***********************************************************************
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AP_MOVEMENT_FLAT = 12
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AP_MOVEMENT_GRASS = 14
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AP_MOVEMENT_BUSH = 18
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AP_MOVEMENT_RUBBLE = 24
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AP_MOVEMENT_SHORE = 28
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AP_MOVEMENT_LAKE = 36
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AP_MOVEMENT_OCEAN = 32
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;***********************************************************************
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;* AP-cost for changing facing while standing. *
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;***********************************************************************
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AP_CHANGE_FACING = 4
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;***********************************************************************
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;* AP-cost for changing to another target inside current facing. *!
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;***********************************************************************
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AP_CHANGE_TARGET = 2
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;***********************************************************************
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;* AP-costs that are involved in throwing items other than to attack. *
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;***********************************************************************
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AP_TOSS_ITEM = 32
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;***********************************************************************
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;* AP-cost charged for refueling a vehicle *
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;***********************************************************************
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AP_REFUEL_VEHICLE = 40
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;***********************************************************************
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;* The cost for enemy soldiers to use their radio. *
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;***********************************************************************
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AP_RADIO = 20
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;***********************************************************************
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;* AP-costs to change stance *!
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;***********************************************************************
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AP_CROUCH = 6
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AP_PRONE = 8
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;***********************************************************************
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;* AP-costs for looking (binocs) for various stances. *!
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;***********************************************************************
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AP_LOOK_STANDING = 4
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AP_LOOK_CROUCHED = 6
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AP_LOOK_PRONE = 8
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;***********************************************************************
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;* AP-costs for geting a weapon into position. *
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;* Most are not used because these costs are also in weapons.xml *
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;***********************************************************************
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AP_READY_KNIFE = 0
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AP_READY_DUAL = 4
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;***********************************************************************
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;* Maybe default values in case calculations come up with strange *
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;* (negative?) results? *
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;***********************************************************************
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AP_MIN_AIM_ATTACK = 0
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;***********************************************************************
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;* AP-cost to place a bomb for demolition purposes. *
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;***********************************************************************
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AP_DROP_BOMB = 12
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;***********************************************************************
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;* Normally superseded by value in weapons.xml. *
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;***********************************************************************
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AP_RELOAD_GUN = 20
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;***********************************************************************
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;* AP-costs involved in First Aid. *
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;***********************************************************************
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AP_START_FIRST_AID = 20
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;***********************************************************************
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;* Self-explanatory, I believe ;-) *
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;***********************************************************************
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AP_START_REPAIR = 20
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;***********************************************************************
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;* This is a divisor so we don't want to adjust it's value. *!
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;* It adjusts how many AP per damage point taken are lost. *!
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;***********************************************************************
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AP_GET_WOUNDED_DIVISOR = 1
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;***********************************************************************
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;* AP-loss from stepping on marbles or from getting hit very hard. *
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;***********************************************************************
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AP_FALL_DOWN = 16
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;***********************************************************************
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;* AP-costs involved in opening doors. *
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;* AP_OPEN_DOOR is also used for closing doors *
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;* AP_LOCK_DOOR exists, but I have never been able to lock a door *
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;* in-game. *
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;***********************************************************************
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AP_OPEN_DOOR = 12
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AP_PICKLOCK = 40
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AP_EXAMINE_DOOR = 20
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AP_BOOT_DOOR = 32
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AP_USE_CROWBAR = 40
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AP_UNLOCK_DOOR = 24
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AP_LOCK_DOOR = 24
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AP_EXPLODE_DOOR = 40
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AP_UNTRAP_DOOR = 40
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;***********************************************************************
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;* AP-cost for cutting fences. *
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;***********************************************************************
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AP_USEWIRECUTTERS = 40
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;***********************************************************************
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;* AP-costs for climbing, obviously ;-) *
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;***********************************************************************
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AP_CLIMBROOF = 40
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AP_CLIMBOFFROOF = 24
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;***********************************************************************
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;* AP-costs for jumping fences, without or with a backpack. *
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;***********************************************************************
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AP_JUMPFENCE = 24
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AP_JUMPFENCEBPACK = 40
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;***********************************************************************
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;* Activating mounted or handheld switches. *
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;***********************************************************************
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AP_USE_REMOTE = 8
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AP_PULL_TRIGGER = 8
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AP_PUNCH = 16
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;***********************************************************************
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;* AP-cost for taking an item from the ground. *
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;***********************************************************************
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AP_PICKUP_ITEM = 12
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;***********************************************************************
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;* AP-cost to give an item to an adjacent merc. *
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;***********************************************************************
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AP_GIVE_ITEM = 4
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;***********************************************************************
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;* AP-cost to set a mine *
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;***********************************************************************
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AP_BURY_MINE = 30
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;***********************************************************************
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;* AP-cost to disarm a mine or booby trap *
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;***********************************************************************
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AP_DISARM_MINE = 40
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;***********************************************************************
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;* Application of items to the Body silhouette. *
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;***********************************************************************
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AP_DRINK = 20
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AP_CAMOFLAGE = 40
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;***********************************************************************
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;* Self-explanatory. *
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;***********************************************************************
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AP_START_RUN_COST = 4
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;***********************************************************************
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;* AP-cost for attaching the soda can with string to a door. *
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;***********************************************************************
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AP_ATTACH_CAN = 20
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;***********************************************************************
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;* AP-cost to jump over a prone merc. *!
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;***********************************************************************
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AP_JUMP_OVER = 20
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;***********************************************************************
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;* Backpack-related AP-costs. *
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;***********************************************************************
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AP_BACK_PACK = 12
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AP_OPEN_ZIPPER = 24
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AP_CLOSE_ZIPPER = 28
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;***********************************************************************
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;* AP for aiming clicks. *
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;***********************************************************************
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AP_CLICK_AIM = 4
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;***********************************************************************
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;* The following is used with the weapons.xml:bAutofireShotsPerFiveAP *
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;* to determine how many AP we actually want the value to represent. *
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;* "FiveAP" is right for a 25AP system, but 20 is more approriate for *
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;* a 100AP system. *
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;***********************************************************************
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AUTOFIRE_SHOTS_AP_VALUE = 20
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;***********************************************************************
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;* Loose round reload system. *
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;* Represents the AP cost to reload a single round of ammunition *
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;***********************************************************************
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AP_RELOAD_LOOSE = 8
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;***********************************************************************
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;* The AP shot cost at which a gun will be listed as "slow firing" *
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;***********************************************************************
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BAD_AP_COST = 36
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;***********************************************************************
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;* AP value to unjam a weapon *
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;***********************************************************************
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AP_UNJAM = 2
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;***********************************************************************
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;* Maximum AP penalty from supression fire *
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;* Modifire for how effective a suppression point is *
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;***********************************************************************
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AP_MAX_SUPPRESSED = 32
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AP_SUPPRESSION_MOD = 24
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;***********************************************************************
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;* Default values to calculate AP-costs shown in Infoboxes of guns. *
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;***********************************************************************
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DEFAULT_APS = 80
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DEFAULT_AIMSKILL = 80
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[BPConstants]
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BP_RATIO_RED_PTS_TO_NORMAL = 100
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BP_RUN_ENERGYCOSTFACTOR = 3
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BP_WALK_ENERGYCOSTFACTOR = 1
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BP_SWAT_ENERGYCOSTFACTOR = 2
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BP_CRAWL_ENERGYCOSTFACTOR = 4
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BP_RADIO = 0
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BP_USE_DETONATOR = 0
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;***********************************************************************
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;* These four values are dynamically adjusted based on AP_MAXIMUM *
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;***********************************************************************
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BP_PER_AP_NO_EFFORT = -50
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BP_PER_AP_MIN_EFFORT = -25
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BP_PER_AP_LT_EFFORT = -12
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BP_PER_AP_MOD_EFFORT = 6
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BP_MOVEMENT_FLAT = 5
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BP_MOVEMENT_GRASS = 10
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BP_MOVEMENT_BUSH = 20
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BP_MOVEMENT_RUBBLE = 35
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BP_MOVEMENT_SHORE = 50
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BP_MOVEMENT_LAKE = 75
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BP_MOVEMENT_OCEAN = 100
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BP_CROUCH = 10
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BP_PRONE = 10
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BP_CLIMBROOF = 500
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BP_CLIMBOFFROOF = 250
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BP_JUMPFENCE = 200
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BP_JUMPFENCEBPACK = 500
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BP_STEAL_ITEM = 50
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BP_START_FIRST_AID = 0
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BP_GET_HIT = 200
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BP_GET_WOUNDED = 50
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BP_FALL_DOWN = 250
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BP_OPEN_DOOR = 30
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BP_PICKLOCK = -250
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BP_EXAMINE_DOOR = -250
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BP_BOOT_DOOR = 200
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BP_USE_CROWBAR = 350
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BP_UNLOCK_DOOR = 50
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BP_EXPLODE_DOOR = -250
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BP_UNTRAP_DOOR = 150
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BP_LOCK_DOOR = 50
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BP_USEWIRECUTTERS = 200
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BP_DROP_BOMB = 0
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BP_BURY_MINE = 250
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BP_DISARM_MINE = 0
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BP_JUMP_OVER = 250
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BP_BACK_PACK = 50
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BP_WORK_ZIPPER = 250
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BP_UNJAM = 0
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@@ -857,8 +857,7 @@ VEHICLE_INVENTORY = TRUE
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; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
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;******************************************************************************************************************************
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; INFO: In svn release exe this property is always set to TRUE until a new exe will be released!
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; ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
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ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
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;******************************************************************************************************************************
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; Slay Forever
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@@ -866,15 +865,6 @@ VEHICLE_INVENTORY = TRUE
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SLAY_FOREVER = FALSE
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;******************************************************************************************************************************
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; Loose round reload system.
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; AP_COST_PER_ROUND represents the AP cost to reload a single round of ammunition
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; WRONG_MAG_MULT is the multiplier applied to reload AP cost when trying to reload from an improper sized mag
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;******************************************************************************************************************************
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AP_COST_PER_ROUND = 2
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WRONG_MAG_MULT = 1.5
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;******************************************************************************************************************************
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; Allow the item description and stack popup windows to be accessed from the sector inventory panel
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;******************************************************************************************************************************
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@@ -889,4 +879,12 @@ USE_BULLET_TRACERS = FALSE
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; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
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; If set to TRUE, female enemies will only occur as Elites in the army.
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;******************************************************************************************************************************
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RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
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RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
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;******************************************************************************************************************************
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; Use the Enhanced Description Box instead of the old one?
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; 0 = Both Strategic and Tactical
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; 1 = Tactical Only
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; 2 = Strategic Only
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;******************************************************************************************************************************
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USE_ENHANCED_DESCRIPTION_BOX = 0
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+4874
-4874
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Load Diff
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Load Diff
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Binary file not shown.
@@ -856,8 +856,8 @@ VEHICLE_INVENTORY = FALSE
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; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
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;******************************************************************************************************************************
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; INFO: In svn release exe this property is always set to TRUE until a new exe will be released!
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; ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
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ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
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;******************************************************************************************************************************
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; Slay Forever
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;******************************************************************************************************************************
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@@ -888,3 +888,11 @@ USE_BULLET_TRACERS = FALSE
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; If set to TRUE, female enemies will only occur as Elites in the army.
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;******************************************************************************************************************************
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RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
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;******************************************************************************************************************************
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; Use the Enhanced Description Box instead of the old one?
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; 0 = Both Strategic and Tactical
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; 1 = Tactical Only
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; 2 = Strategic Only
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;******************************************************************************************************************************
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USE_ENHANCED_DESCRIPTION_BOX = 0
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@@ -20,6 +20,14 @@ CD = C
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CUSTOM_DATA_LOCATION = Data-1.13
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;******************************************************************************************************************************
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; This only has effect if you use the INI Editor to start Jagged Alliance 2 v1.13.
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; Otherwise you can ignore that.
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; This Executable will be the default file to start the game from the INI Editor.
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;******************************************************************************************************************************
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DEFAULT_JA2_EXECUTABLE = ja2.exe
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;******************************************************************************************************************************
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; Select the screen resolution of the game.
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; 0 ... 640x480
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@@ -1,3 +1,4 @@
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<XMLEditor>
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<Data_Directory>Data-1.13</Data_Directory>
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<AP_Maximum>100</AP_Maximum>
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</XMLEditor>
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