New feature: new drug system (by Flugente)

- added many new drug effects. A drug can now have several effects, these can be set via the <DrugType>-tag in Items.xml. 
- Control effect magnitude in Drugs.xml. Added new drugs in Items.xml.
- gave Buns drugs in Kit 5 for demonstration reasons, added drugs to Howard's inventory.
- see also first post in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303950#Post303950


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1412 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-04-27 13:28:35 +00:00
parent 78ea5ac18e
commit 8004ec9387
5 changed files with 459 additions and 8 deletions
+241
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@@ -0,0 +1,241 @@
<!--
You can now select several drug components and build your own drugs from them.
<ubType>
is the number of the component, the specific effects are hardcoded (couldn't externalise those, or I'd need A LOT more tags).
<ubDrugTravelRate>
determines how fast the drug comes to its full effect.
<ubDrugWearoffRate>
determines how fast the drug effect will wear out.
<ubDrugEffect>
measures the effect a drug has. As long as this value is > 0 the drug will have its main effect.
<ubDrugSideEffect>
measures the drugs sideeffect. This starts once <ubDrugEffect> hits 0. This starts the second effect, which is mostly negative.
<ubDrugSideEffectRate>
determines how fast the sideeffect will wear out.
<ubMoralBacklash>
determines if there will be a morale drop once the <ubDrugEffect> hits 0.
How do you make a drug?
- Simply create a new Item in the Items.xml with the following values set:
<usItemClass>268435456</usItemClass> // always set this to 268435456
<Medical>1</Medical> // always set this to 1
<DrugType>30824</DrugType> // Set the drug type effect here. List below:
<DrugType> effect Flag in Items.xml:
1 DRUG_ADRENALINE vanilla adrenaline
2 DRUG_ALCOHOL vanilla alcohol
4 DRUG_REGENERATION vanilla health regeneration
8 DRUG_DAMAGERESISTANCE damage resistance of up to 25%/-20%
16 DRUG_STRENGTH increases strength up to 25 points, lowers it by up to 10 as a side effect
32 DRUG_AGILITY increases agility up to 25 points, lowers it by up to 10 as a side effect
64 DRUG_DEXTERITY increases dexterity up to 25 points, lowers it by up to 10 as a side effect
128 DRUG_WISDOM increases wisdom up to 25 points, lowers it by up to 10 as a side effect
256 DRUG_PERCEPTION +/- 1 level during interrupts
512 DRUG_PSYCHO merc gets the 'psycho' disability while drug/side effect lasts
1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts
2048 DRUG_CLAUSTROPHOBIC merc gets the 'claustrophobic' disability while drug/side effect lasts
4096 DRUG_HEATINTOLERANT merc gets the 'heat intolerant' disability while drug/side effect lasts
8192 DRUG_FEAROFINSECTS merc gets the 'fear of insects' disability while drug/side effect lasts
16384 DRUG_FORGETFUL merc gets the 'forgetful' disability while drug/side effect lasts
32768 DRUG_BLIND merc goes blind for 2 turns once side effect hits 1
65536 DRUG_KNOCKOUT heart attack once side effect hits 1 (lose all breath and fall down)
131072 DRUG_VISION increases sight range 10% on drug effect, decreases it 10% as a side effect
262144 DRUG_TUNNELVISION increases tunnelvison, side effect only
You can combine "mix" different drug effects.
For example, the new drug 'Occulin' has a <DrugType>425984</DrugType>. This gives it the effects of DRUG_BLIND, DRUG_VISION and DRUG_TUNNELVISION. I've set the effects so that
- once you take the drug, your sight range increases 10%
- once the side effect starts, your sight range is lowered 10% nad you get up to 25% tunnelvison
- once that is over, you are blinded for 2 turns
You can test the drug effect in game by showing the vision range of your merc. You will also notice icons on the merc portraits for different drug effects.
More Infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303972#Post303972
-->
<DRUGSLIST>
<DRUG>
<ubType>0</ubType>
<ubDrugTravelRate>0</ubDrugTravelRate>
<ubDrugWearoffRate>0</ubDrugWearoffRate>
<ubDrugEffect>0</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>1</ubType>
<ubDrugTravelRate>4</ubDrugTravelRate>
<ubDrugWearoffRate>2</ubDrugWearoffRate>
<ubDrugEffect>15</ubDrugEffect>
<ubDrugSideEffect>20</ubDrugSideEffect>
<ubDrugSideEffectRate>2</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>2</ubType>
<ubDrugTravelRate>2</ubDrugTravelRate>
<ubDrugWearoffRate>2</ubDrugWearoffRate>
<ubDrugEffect>8</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>3</ubType>
<ubDrugTravelRate>0</ubDrugTravelRate>
<ubDrugWearoffRate>0</ubDrugWearoffRate>
<ubDrugEffect>0</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>4</ubType>
<ubDrugTravelRate>13</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>25</ubDrugEffect>
<ubDrugSideEffect>20</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>5</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>6</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>7</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>8</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>9</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>100</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>10</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>11</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>12</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>13</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>14</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>15</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>16</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>8</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>17</ubType>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>11</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>18</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>7</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>18</ubType>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>7</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
</DRUGSLIST>
+118 -8
View File
@@ -148,6 +148,7 @@
<FingerPrintID>0</FingerPrintID>
<TripWireActivation>0</TripWireActivation>
<TripWire>0</TripWire>
<DrugType>0</DrugType>
<NewInv>0</NewInv>
<AttachmentSystem>0</AttachmentSystem>
<ScopeMagFactor>0</ScopeMagFactor>
@@ -6658,6 +6659,7 @@
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>1</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -6951,6 +6953,7 @@
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>4</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -7205,7 +7208,8 @@
<ubCoolness>1</ubCoolness>
<Damageable>1</Damageable>
<Alcohol>1</Alcohol>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>2</DrugType>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -7419,6 +7423,7 @@
<ubCoolness>1</ubCoolness>
<Damageable>1</Damageable>
<Alcohol>1</Alcohol>
<DrugType>2</DrugType>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
@@ -7442,6 +7447,7 @@
<ubCoolness>1</ubCoolness>
<Damageable>1</Damageable>
<Alcohol>1</Alcohol>
<DrugType>2</DrugType>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
@@ -45397,7 +45403,7 @@
<szLongItemName>Tripwire Stun Grenade</szLongItemName>
<szItemDesc>This standard stun grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Stun Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>87</ubClassIndex>
@@ -45427,7 +45433,7 @@
<szLongItemName>Tripwire Tear Gas Grenade</szLongItemName>
<szItemDesc>This standard tear gas grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Tear Gas Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>88</ubClassIndex>
@@ -45457,7 +45463,7 @@
<szLongItemName>Tripwire Mustard Gas Grenade</szLongItemName>
<szItemDesc>This standard mustard gas grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Mustard Gas Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>89</ubClassIndex>
@@ -45487,7 +45493,7 @@
<szLongItemName>Tripwire Mini Grenade</szLongItemName>
<szItemDesc>This standard mini grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Mini Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>90</ubClassIndex>
@@ -45517,7 +45523,7 @@
<szLongItemName>Tripwire Grenade Mine</szLongItemName>
<szItemDesc>This standard MK2 grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>91</ubClassIndex>
@@ -45547,7 +45553,7 @@
<szLongItemName>Tripwire Emergency Flare</szLongItemName>
<szItemDesc>This emergency flare has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Emergency Flare</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>92</ubClassIndex>
@@ -45575,7 +45581,7 @@
<szLongItemName>Tripwire Smoke Grenade</szLongItemName>
<szItemDesc>This smoke grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
<szBRName>Tripwire Smoke Grenade</szBRName>
<szBRDesc>NO TEXT NEEDED.</szBRDesc>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>512</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>93</ubClassIndex>
@@ -45599,4 +45605,108 @@
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>1535</uiIndex>
<szItemName>Barrage</szItemName>
<szLongItemName>Barrage Drug</szLongItemName>
<szItemDesc>This combat drug increases physical strength to impressive levels for a short time. Sideeffects include greatly increased aggresiveness and the risk of heart attack.</szItemDesc>
<szBRName>Barrage Drug</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>70</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>16</ItemSize>
<usPrice>160</usPrice>
<ubCoolness>4</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>66064</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>1536</uiIndex>
<szItemName>Reflex</szItemName>
<szLongItemName>Reflex Drug</szLongItemName>
<szItemDesc>This combat drug increases reflexes and reaction times... while it lasts. Afterwards the effects reverse. May cause paranoia.</szItemDesc>
<szBRName>Reflex Drug</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>70</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>16</ItemSize>
<usPrice>130</usPrice>
<ubCoolness>4</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>1280</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>1537</uiIndex>
<szItemName>Occulin</szItemName>
<szLongItemName>Occulin Drug</szLongItemName>
<szItemDesc>Temporarily enhances vision, but puts a heavy strain on the eyes.</szItemDesc>
<szBRName>Occulin Drug</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>70</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>16</ItemSize>
<usPrice>110</usPrice>
<ubCoolness>4</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>425984</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>1538</uiIndex>
<szItemName>Stim</szItemName>
<szLongItemName>Stim Drug</szLongItemName>
<szItemDesc>Allows great physical feats and increases your endurance, while your mind goes haywire.</szItemDesc>
<szBRName>Stim Drug</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>70</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>16</ItemSize>
<usPrice>220</usPrice>
<ubCoolness>4</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Unaerodynamic>1</Unaerodynamic>
<Medical>1</Medical>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DrugType>30824</DrugType>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
</ITEMLIST>
@@ -2666,6 +2666,7 @@
<lRightThigh>1092</lRightThigh>
</GEARKIT>
<GEARKIT>
<mGearKitName>Druggist</mGearKitName>
<mPriceMod>50</mPriceMod>
<mAbsolutePrice>-1</mAbsolutePrice>
<mHelmet>176</mHelmet>
@@ -2682,6 +2683,24 @@
<mBig3Status>98</mBig3Status>
<mBig3Quantity>1</mBig3Quantity>
<mSmall0>214</mSmall0>
<mSmall1>222</mSmall1>
<mSmall1Status>100</mSmall1Status>
<mSmall1Quantity>3</mSmall1Quantity>
<mSmall2>235</mSmall2>
<mSmall2Status>100</mSmall2Status>
<mSmall2Quantity>3</mSmall2Quantity>
<mSmall3>1535</mSmall3>
<mSmall3Status>100</mSmall3Status>
<mSmall3Quantity>3</mSmall3Quantity>
<mSmall4>1536</mSmall4>
<mSmall4Status>100</mSmall4Status>
<mSmall4Quantity>3</mSmall4Quantity>
<mSmall5>1537</mSmall5>
<mSmall5Status>100</mSmall5Status>
<mSmall5Quantity>3</mSmall5Quantity>
<mSmall6>1538</mSmall6>
<mSmall6Status>100</mSmall6Status>
<mSmall6Quantity>3</mSmall6Quantity>
<lVest>1090</lVest>
<lCPack>1098</lCPack>
</GEARKIT>
@@ -55,4 +55,24 @@
<sItemIndex>1063</sItemIndex>
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>11</uiIndex>
<sItemIndex>1535</sItemIndex>
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>12</uiIndex>
<sItemIndex>1536</sItemIndex>
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>13</uiIndex>
<sItemIndex>1537</sItemIndex>
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
<INVENTORY>
<uiIndex>14</uiIndex>
<sItemIndex>1538</sItemIndex>
<ubOptimalNumber>4</ubOptimalNumber>
</INVENTORY>
</INVENTORYLIST>
+61
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@@ -0,0 +1,61 @@
<!--
You can now select several drug components and build your own drugs from them.
<ubType>
is the number of the component, the specific effects are hardcoded (couldn't externalise those, or I'd need A LOT more tags).
<ubDrugTravelRate>
determines how fast the drug comes to its full effect.
<ubDrugWearoffRate>
determines how fast the drug effect will wear out.
<ubDrugEffect>
measures the effect a drug has. As long as this value is > 0 the drug will have its main effect.
<ubDrugSideEffect>
measures the drugs sideeffect. This starts once <ubDrugEffect> hits 0. This starts the second effect, which is mostly negative.
<ubDrugSideEffectRate>
determines how fast the sideeffect will wear out.
<ubMoralBacklash>
determines if there will be a morale drop once the <ubDrugEffect> hits 0.
How do you make a drug?
- Simply create a new Item in the Items.xml with the following values set:
<usItemClass>268435456</usItemClass> // always set this to 268435456
<Medical>1</Medical> // always set this to 1
<DrugType>30824</DrugType> // Set the drug type effect here. List below:
<DrugType> effect Flag in Items.xml:
1 DRUG_ADRENALINE vanilla adrenaline
2 DRUG_ALCOHOL vanilla alcohol
4 DRUG_REGENERATION vanilla health regeneration
8 DRUG_DAMAGERESISTANCE damage resistance of up to 25%/-20%
16 DRUG_STRENGTH increases strength up to 25 points, lowers it by up to 10 as a side effect
32 DRUG_AGILITY increases agility up to 25 points, lowers it by up to 10 as a side effect
64 DRUG_DEXTERITY increases dexterity up to 25 points, lowers it by up to 10 as a side effect
128 DRUG_WISDOM increases wisdom up to 25 points, lowers it by up to 10 as a side effect
256 DRUG_PERCEPTION +/- 1 level during interrupts
512 DRUG_PSYCHO merc gets the 'psycho' disability while drug/side effect lasts
1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts
2048 DRUG_CLAUSTROPHOBIC merc gets the 'claustrophobic' disability while drug/side effect lasts
4096 DRUG_HEATINTOLERANT merc gets the 'heat intolerant' disability while drug/side effect lasts
8192 DRUG_FEAROFINSECTS merc gets the 'fear of insects' disability while drug/side effect lasts
16384 DRUG_FORGETFUL merc gets the 'forgetful' disability while drug/side effect lasts
32768 DRUG_BLIND merc goes blind for 2 turns once side effect hits 1
65536 DRUG_KNOCKOUT heart attack once side effect hits 1 (lose all breath and fall down)
131072 DRUG_VISION increases sight range 10% on drug effect, decreases it 10% as a side effect
262144 DRUG_TUNNELVISION increases tunnelvison, side effect only
You can combine "mix" different drug effects.
For example, the new drug 'Occulin' has a <DrugType>425984</DrugType>. This gives it the effects of DRUG_BLIND, DRUG_VISION and DRUG_TUNNELVISION. I've set the effects so that
- once you take the drug, your sight range increases 10%
- once the side effect starts, your sight range is lowered 10% nad you get up to 25% tunnelvison
- once that is over, you are blinded for 2 turns
You can test the drug effect in game by showing the vision range of your merc. You will also notice icons on the merc portraits for different drug effects.
More Infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303972#Post303972
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<DRUGSLIST>
</DRUGSLIST>