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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:
@@ -0,0 +1,241 @@
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<!--
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You can now select several drug components and build your own drugs from them.
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<ubType>
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is the number of the component, the specific effects are hardcoded (couldn't externalise those, or I'd need A LOT more tags).
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<ubDrugTravelRate>
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determines how fast the drug comes to its full effect.
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<ubDrugWearoffRate>
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determines how fast the drug effect will wear out.
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<ubDrugEffect>
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measures the effect a drug has. As long as this value is > 0 the drug will have its main effect.
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<ubDrugSideEffect>
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measures the drugs sideeffect. This starts once <ubDrugEffect> hits 0. This starts the second effect, which is mostly negative.
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<ubDrugSideEffectRate>
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determines how fast the sideeffect will wear out.
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<ubMoralBacklash>
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determines if there will be a morale drop once the <ubDrugEffect> hits 0.
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How do you make a drug?
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- Simply create a new Item in the Items.xml with the following values set:
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<usItemClass>268435456</usItemClass> // always set this to 268435456
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<Medical>1</Medical> // always set this to 1
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<DrugType>30824</DrugType> // Set the drug type effect here. List below:
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<DrugType> effect Flag in Items.xml:
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1 DRUG_ADRENALINE vanilla adrenaline
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2 DRUG_ALCOHOL vanilla alcohol
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4 DRUG_REGENERATION vanilla health regeneration
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8 DRUG_DAMAGERESISTANCE damage resistance of up to 25%/-20%
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16 DRUG_STRENGTH increases strength up to 25 points, lowers it by up to 10 as a side effect
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32 DRUG_AGILITY increases agility up to 25 points, lowers it by up to 10 as a side effect
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64 DRUG_DEXTERITY increases dexterity up to 25 points, lowers it by up to 10 as a side effect
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128 DRUG_WISDOM increases wisdom up to 25 points, lowers it by up to 10 as a side effect
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256 DRUG_PERCEPTION +/- 1 level during interrupts
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512 DRUG_PSYCHO merc gets the 'psycho' disability while drug/side effect lasts
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1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts
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2048 DRUG_CLAUSTROPHOBIC merc gets the 'claustrophobic' disability while drug/side effect lasts
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4096 DRUG_HEATINTOLERANT merc gets the 'heat intolerant' disability while drug/side effect lasts
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8192 DRUG_FEAROFINSECTS merc gets the 'fear of insects' disability while drug/side effect lasts
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16384 DRUG_FORGETFUL merc gets the 'forgetful' disability while drug/side effect lasts
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32768 DRUG_BLIND merc goes blind for 2 turns once side effect hits 1
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65536 DRUG_KNOCKOUT heart attack once side effect hits 1 (lose all breath and fall down)
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131072 DRUG_VISION increases sight range 10% on drug effect, decreases it 10% as a side effect
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262144 DRUG_TUNNELVISION increases tunnelvison, side effect only
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You can combine "mix" different drug effects.
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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
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- once you take the drug, your sight range increases 10%
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- once the side effect starts, your sight range is lowered 10% nad you get up to 25% tunnelvison
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- once that is over, you are blinded for 2 turns
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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.
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More Infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303972#Post303972
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-->
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<DRUGSLIST>
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<DRUG>
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<ubType>0</ubType>
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<ubDrugTravelRate>0</ubDrugTravelRate>
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<ubDrugWearoffRate>0</ubDrugWearoffRate>
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<ubDrugEffect>0</ubDrugEffect>
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<ubDrugSideEffect>0</ubDrugSideEffect>
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<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>1</ubType>
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<ubDrugTravelRate>4</ubDrugTravelRate>
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<ubDrugWearoffRate>2</ubDrugWearoffRate>
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<ubDrugEffect>15</ubDrugEffect>
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<ubDrugSideEffect>20</ubDrugSideEffect>
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<ubDrugSideEffectRate>2</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>2</ubType>
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<ubDrugTravelRate>2</ubDrugTravelRate>
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<ubDrugWearoffRate>2</ubDrugWearoffRate>
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<ubDrugEffect>8</ubDrugEffect>
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<ubDrugSideEffect>10</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>3</ubType>
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<ubDrugTravelRate>0</ubDrugTravelRate>
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<ubDrugWearoffRate>0</ubDrugWearoffRate>
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<ubDrugEffect>0</ubDrugEffect>
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<ubDrugSideEffect>0</ubDrugSideEffect>
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<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>4</ubType>
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<ubDrugTravelRate>13</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>25</ubDrugEffect>
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<ubDrugSideEffect>20</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>5</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>50</ubDrugEffect>
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<ubDrugSideEffect>10</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>6</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>50</ubDrugEffect>
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<ubDrugSideEffect>10</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>7</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>50</ubDrugEffect>
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<ubDrugSideEffect>10</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>8</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>50</ubDrugEffect>
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<ubDrugSideEffect>10</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>1</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>9</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>100</ubDrugEffect>
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<ubDrugSideEffect>0</ubDrugSideEffect>
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<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>10</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>11</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>12</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>13</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>14</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>15</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>120</ubDrugEffect>
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<ubDrugSideEffect>120</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>16</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>5</ubDrugEffect>
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<ubDrugSideEffect>8</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>17</ubType>
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<ubDrugTravelRate>25</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>50</ubDrugEffect>
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<ubDrugSideEffect>11</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>18</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>5</ubDrugEffect>
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<ubDrugSideEffect>7</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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<DRUG>
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<ubType>18</ubType>
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<ubDrugTravelRate>1</ubDrugTravelRate>
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<ubDrugWearoffRate>1</ubDrugWearoffRate>
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<ubDrugEffect>5</ubDrugEffect>
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<ubDrugSideEffect>7</ubDrugSideEffect>
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<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
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<ubMoralBacklash>0</ubMoralBacklash>
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</DRUG>
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</DRUGSLIST>
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@@ -148,6 +148,7 @@
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<FingerPrintID>0</FingerPrintID>
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<TripWireActivation>0</TripWireActivation>
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<TripWire>0</TripWire>
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<DrugType>0</DrugType>
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<NewInv>0</NewInv>
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<AttachmentSystem>0</AttachmentSystem>
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<ScopeMagFactor>0</ScopeMagFactor>
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@@ -6658,6 +6659,7 @@
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<Unaerodynamic>1</Unaerodynamic>
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<Medical>1</Medical>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DrugType>1</DrugType>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -6951,6 +6953,7 @@
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<Unaerodynamic>1</Unaerodynamic>
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<Medical>1</Medical>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DrugType>4</DrugType>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -7205,7 +7208,8 @@
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<ubCoolness>1</ubCoolness>
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<Damageable>1</Damageable>
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<Alcohol>1</Alcohol>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DrugType>2</DrugType>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -7419,6 +7423,7 @@
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<ubCoolness>1</ubCoolness>
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<Damageable>1</Damageable>
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<Alcohol>1</Alcohol>
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<DrugType>2</DrugType>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -7442,6 +7447,7 @@
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<ubCoolness>1</ubCoolness>
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<Damageable>1</Damageable>
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<Alcohol>1</Alcohol>
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<DrugType>2</DrugType>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -45397,7 +45403,7 @@
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<szLongItemName>Tripwire Stun Grenade</szLongItemName>
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<szItemDesc>This standard stun grenade has been rigged with tripwire, resulting in a simple, although quite effective, makeshift mine.</szItemDesc>
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<szBRName>Tripwire Stun Grenade</szBRName>
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<szBRDesc>NO TEXT NEEDED.</szBRDesc>
|
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<szBRDesc>Not for sale through BR.</szBRDesc>
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<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
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<ubClassIndex>87</ubClassIndex>
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||||
@@ -45427,7 +45433,7 @@
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<szLongItemName>Tripwire Tear Gas Grenade</szLongItemName>
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<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>
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||||
@@ -45457,7 +45463,7 @@
|
||||
<szLongItemName>Tripwire Mustard Gas Grenade</szLongItemName>
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||||
<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>
|
||||
@@ -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
|
||||
|
||||
-->
|
||||
<DRUGSLIST>
|
||||
</DRUGSLIST>
|
||||
Reference in New Issue
Block a user