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- New Feature: Zombie mod ingame option (by Flugente)
o The Zombie option can be enabled in the ingame option screen o There are 2 new ini sections with a few ini properties ([Tactical Zombie Settings] and [Tactical Poison Settings]) wo ith the tag <PoisonPercentage>, you can now poison guns (Items.xml) or ammo (AmmoTypes.xml). This is the percentage of damage dealt that will be poisonous -> New Tag in Items.xml: <PoisonPercentage> -> New Tag in AmmoTypes.xml: <PoisonPercentage> o see: http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1442 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1790,6 +1790,89 @@ OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Zombie Settings]
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;******************************************************************************************************************************
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; In this section you can specify how the dead will raise from their graves.
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;******************************************************************************************************************************
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; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
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; is still room for more zombies in the sector)?
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; 0 - Every corpse spawns a zombie once
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; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
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; 2 - It is randomly decided if a corpse can rise
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; 3 - A corpse spawns a zombie once, after that it's random
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ZOMBIE_RISE_BEHAVIOUR = 0
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; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
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; every zombie rise individually (FALSE)?
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ZOMBIE_SPAWN_WAVES = FALSE
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; How often are waves of zombies created? 0 means never, 100 means whenever possible
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ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = TRUE
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; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
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; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
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; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
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; This still results in deadlocks!
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ZOMBIE_EXPLODING_CIVS = TRUE
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; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
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ZOMBIE_DAMAGE_RESISTANCE = 0
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; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
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ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
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; Zombie difficulty level, determines hitpoints, stats and skills
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; 1 - Night of the Living Dead
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; 2 - Dawn of the Dead
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; 3 - Resident Evil
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; 4 - 28 Days later
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ZOMBIE_DIFFICULTY_LEVEL = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Poison Settings]
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;******************************************************************************************************************************
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; In this section you can specify the new poison system
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;******************************************************************************************************************************
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; The poison system is a new feature that gives a bit of variation to the life and damage system.
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; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
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; poison damage, he not only looses life, he also gains a poison point.
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; The basic consequences are:
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; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
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; poison points
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; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
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; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
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; The lost point will be bandaged, so you do not have to immediately bandage it.
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; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
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; We require immediate medical assistance, or we will die!
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; Yes, it is possible to die this way.
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; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
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; action automatically performed by your doctors and the hospital, if the merc is their patient.
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; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
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; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
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; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
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; valid values from 1.0 to 10.0, 4.0 is recommended
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POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
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; # # # # # # # # # # # # # # # # ## # # #
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@@ -33,6 +33,7 @@
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<tracerEffect>0</tracerEffect>
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<spreadPattern />
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<temperatureModificator>0.0</temperatureModificator>
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<PoisonPercentage>0</PoisonPercentage>
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</AMMOTYPE>
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<AMMOTYPE>
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<uiIndex>1</uiIndex>
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@@ -165,6 +165,8 @@
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<overheatCooldownModificator>0.0</overheatCooldownModificator>
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<overheatJamThresholdModificator>0.0</overheatJamThresholdModificator>
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<overheatDamageThresholdModificator>0.0</overheatDamageThresholdModificator>
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<BlockIronSight>0</BlockIronSight>
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<PoisonPercentage>0</PoisonPercentage>
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<STAND_MODIFIERS>
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<FlatBase>0</FlatBase>
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<PercentBase>0</PercentBase>
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@@ -6275,6 +6277,7 @@
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<PercentTunnelVision>90</PercentTunnelVision>
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<ScopeMagFactor>10.0</ScopeMagFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<BlockIronSight>1</BlockIronSight>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -30603,6 +30606,7 @@
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<AttachmentSystem>1</AttachmentSystem>
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<ScopeMagFactor>4.0</ScopeMagFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<BlockIronSight>1</BlockIronSight>
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<STAND_MODIFIERS>
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<AimLevels>-1</AimLevels>
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</STAND_MODIFIERS>
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@@ -30721,6 +30725,7 @@
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<PercentTunnelVision>70</PercentTunnelVision>
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<ScopeMagFactor>7.0</ScopeMagFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<BlockIronSight>1</BlockIronSight>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -31411,6 +31416,7 @@
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<PercentTunnelVision>20</PercentTunnelVision>
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<ScopeMagFactor>4.0</ScopeMagFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<BlockIronSight>1</BlockIronSight>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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@@ -1790,6 +1790,93 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
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[Tactical Zombie Settings]
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;******************************************************************************************************************************
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; In this section you can specify how the dead will raise from their graves.
|
||||
;******************************************************************************************************************************
|
||||
|
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; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
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; is still room for more zombies in the sector)?
|
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; 0 - Every corpse spawns a zombie once
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; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
|
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; 2 - It is randomly decided if a corpse can rise
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; 3 - A corpse spawns a zombie once, after that it's random
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ZOMBIE_RISE_BEHAVIOUR = 0
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; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
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; every zombie rise individually (FALSE)?
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ZOMBIE_SPAWN_WAVES = FALSE
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; How often are waves of zombies created? 0 means never, 100 means whenever possible
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ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = TRUE
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; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
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; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
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; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
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; This still results in deadlocks!
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ZOMBIE_EXPLODING_CIVS = TRUE
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; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
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ZOMBIE_DAMAGE_RESISTANCE = 0
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; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
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ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
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; Zombie difficulty level, determines hitpoints, stats and skills
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; 1 - Night of the Living Dead
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; 2 - Dawn of the Dead
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; 3 - Resident Evil
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; 4 - 28 Days later
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ZOMBIE_DIFFICULTY_LEVEL = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Poison Settings]
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;******************************************************************************************************************************
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; In this section you can specify the new poison system
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;******************************************************************************************************************************
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; The poison system is a new feature that gives a bit of variation to the life and damage system.
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; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
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; poison damage, he not only looses life, he also gains a poison point.
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; The basic consequences are:
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; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
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; poison points
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; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
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; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
|
||||
; The lost point will be bandaged, so you do not have to immediately bandage it.
|
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; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
|
||||
; We require immediate medical assistance, or we will die!
|
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; Yes, it is possible to die this way.
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; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
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; action automatically performed by your doctors and the hospital, if the merc is their patient.
|
||||
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
|
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; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
|
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
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; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
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; valid values from 1.0 to 10.0, 4.0 is recommended
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POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE
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TOPTION_DISABLE_CURSOR_SWAP = TRUE
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TOPTION_QUIET_TRAINING = FALSE
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TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
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TOPTION_ZOMBIES = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
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TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
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@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
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TOPTION_DISABLE_CURSOR_SWAP = FALSE
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TOPTION_QUIET_TRAINING = FALSE
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TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
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TOPTION_ZOMBIES = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
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TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
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@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
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TOPTION_DISABLE_CURSOR_SWAP = FALSE
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TOPTION_QUIET_TRAINING = FALSE
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TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
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TOPTION_ZOMBIES = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
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TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
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@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
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TOPTION_DISABLE_CURSOR_SWAP = FALSE
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TOPTION_QUIET_TRAINING = FALSE
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TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
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TOPTION_ZOMBIES = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
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TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
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TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
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