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:
Wanne
2008-11-13 15:07:24 +00:00
parent 90dc0d01d0
commit 7ff17075c1
11 changed files with 16192 additions and 15720 deletions
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@@ -0,0 +1,350 @@
[APConstants]
;***********************************************************************
;* The maximum number of Action Points a merc may have. *
;* Should be 5x MAX_AP_CARRIED for game-balance purposes. *
;***********************************************************************
AP_MAXIMUM = 100
;***********************************************************************
;* 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
;***********************************************************************
;* 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
+10 -12
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@@ -857,8 +857,7 @@ VEHICLE_INVENTORY = TRUE
; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
;******************************************************************************************************************************
; INFO: In svn release exe this property is always set to TRUE until a new exe will be released!
; ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
;******************************************************************************************************************************
; Slay Forever
@@ -866,15 +865,6 @@ VEHICLE_INVENTORY = TRUE
SLAY_FOREVER = FALSE
;******************************************************************************************************************************
; Loose round reload system.
; AP_COST_PER_ROUND represents the AP cost to reload a single round of ammunition
; WRONG_MAG_MULT is the multiplier applied to reload AP cost when trying to reload from an improper sized mag
;******************************************************************************************************************************
AP_COST_PER_ROUND = 2
WRONG_MAG_MULT = 1.5
;******************************************************************************************************************************
; Allow the item description and stack popup windows to be accessed from the sector inventory panel
;******************************************************************************************************************************
@@ -889,4 +879,12 @@ USE_BULLET_TRACERS = FALSE
; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
; If set to TRUE, female enemies will only occur as Elites in the army.
;******************************************************************************************************************************
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
;******************************************************************************************************************************
; Use the Enhanced Description Box instead of the old one?
; 0 = Both Strategic and Tactical
; 1 = Tactical Only
; 2 = Strategic Only
;******************************************************************************************************************************
USE_ENHANCED_DESCRIPTION_BOX = 0
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+10 -2
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@@ -856,8 +856,8 @@ VEHICLE_INVENTORY = FALSE
; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
;******************************************************************************************************************************
; INFO: In svn release exe this property is always set to TRUE until a new exe will be released!
; ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
;******************************************************************************************************************************
; Slay Forever
;******************************************************************************************************************************
@@ -888,3 +888,11 @@ USE_BULLET_TRACERS = FALSE
; If set to TRUE, female enemies will only occur as Elites in the army.
;******************************************************************************************************************************
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
;******************************************************************************************************************************
; Use the Enhanced Description Box instead of the old one?
; 0 = Both Strategic and Tactical
; 1 = Tactical Only
; 2 = Strategic Only
;******************************************************************************************************************************
USE_ENHANCED_DESCRIPTION_BOX = 0
+8
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@@ -20,6 +20,14 @@ CD = C
CUSTOM_DATA_LOCATION = Data-1.13
;******************************************************************************************************************************
; This only has effect if you use the INI Editor to start Jagged Alliance 2 v1.13.
; Otherwise you can ignore that.
; This Executable will be the default file to start the game from the INI Editor.
;******************************************************************************************************************************
DEFAULT_JA2_EXECUTABLE = ja2.exe
;******************************************************************************************************************************
; Select the screen resolution of the game.
; 0 ... 640x480
+1
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@@ -1,3 +1,4 @@
<XMLEditor>
<Data_Directory>Data-1.13</Data_Directory>
<AP_Maximum>100</AP_Maximum>
</XMLEditor>