From 82b6cc2b9e7a4e506965dc70365bb9d95a7f45ef Mon Sep 17 00:00:00 2001 From: Wanne Date: Tue, 29 May 2012 22:56:00 +0000 Subject: [PATCH] - 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 , 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: -> New Tag in AmmoTypes.xml: 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 --- gamedir/Data-1.13/Ja2_Options.INI | 83 ++++++++++++++++++ gamedir/Data-1.13/TableData/AmmoTypes.xml | 1 + gamedir/Data-1.13/TableData/Items.xml | 6 ++ gamedir/Data/Ja2_Options.INI | 87 +++++++++++++++++++ .../UserProfile_JA2113/Ja2_Settings.INI | 1 + .../UserProfile_JA2113Demo/Ja2_Settings.INI | 1 + .../UserProfile_JA2113_UB_EN/Ja2_Settings.INI | 1 + .../UserProfile_JA2Vanilla/Ja2_Settings.INI | 1 + 8 files changed, 181 insertions(+) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index ee09e3dfa..793ad258c 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -1790,6 +1790,89 @@ OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; 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. +; - 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! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; 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). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + ; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### ; # # # # # # # # # # # # # # # # ## # # # diff --git a/gamedir/Data-1.13/TableData/AmmoTypes.xml b/gamedir/Data-1.13/TableData/AmmoTypes.xml index 63970412d..fff2527ad 100644 --- a/gamedir/Data-1.13/TableData/AmmoTypes.xml +++ b/gamedir/Data-1.13/TableData/AmmoTypes.xml @@ -33,6 +33,7 @@ 0 0.0 + 0 1 diff --git a/gamedir/Data-1.13/TableData/Items.xml b/gamedir/Data-1.13/TableData/Items.xml index cf21c4f99..c6e97540f 100644 --- a/gamedir/Data-1.13/TableData/Items.xml +++ b/gamedir/Data-1.13/TableData/Items.xml @@ -165,6 +165,8 @@ 0.0 0.0 0.0 + 0 + 0 0 0 @@ -6275,6 +6277,7 @@ 90 10.0 100.0 + 1 @@ -30603,6 +30606,7 @@ 1 4.0 100.0 + 1 -1 @@ -30721,6 +30725,7 @@ 70 7.0 100.0 + 1 @@ -31411,6 +31416,7 @@ 20 4.0 100.0 + 1 diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 7a2d0f3a6..7d4208dfc 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -1790,6 +1790,93 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 ; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are. OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE + +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; 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. +; - 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! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; 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). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + + + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI index be85a9c82..fd44be189 100644 --- a/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI +++ b/gamedir/Profiles/UserProfile_JA2113/Ja2_Settings.INI @@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE TOPTION_DISABLE_CURSOR_SWAP = TRUE TOPTION_QUIET_TRAINING = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = TRUE +TOPTION_ZOMBIES = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE diff --git a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI index 65e010a45..e472797a6 100644 --- a/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI +++ b/gamedir/Profiles/UserProfile_JA2113Demo/Ja2_Settings.INI @@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE TOPTION_DISABLE_CURSOR_SWAP = FALSE TOPTION_QUIET_TRAINING = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = FALSE +TOPTION_ZOMBIES = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE diff --git a/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI index d139189d2..af41210f3 100644 --- a/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI +++ b/gamedir/Profiles/UserProfile_JA2113_UB_EN/Ja2_Settings.INI @@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE TOPTION_DISABLE_CURSOR_SWAP = FALSE TOPTION_QUIET_TRAINING = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = FALSE +TOPTION_ZOMBIES = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE diff --git a/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI b/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI index 65e010a45..e472797a6 100644 --- a/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI +++ b/gamedir/Profiles/UserProfile_JA2Vanilla/Ja2_Settings.INI @@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE TOPTION_DISABLE_CURSOR_SWAP = FALSE TOPTION_QUIET_TRAINING = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = FALSE +TOPTION_ZOMBIES = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE