- added Katana to possible IMP item choices

- added description to AmmoTypes.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2336 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2016-08-09 21:54:26 +00:00
parent d3df075665
commit 8803d85392
2 changed files with 54 additions and 2 deletions
@@ -1235,7 +1235,7 @@
<IMPITEMCHOICES>
<uiIndex>22</uiIndex>
<name>Melee</name>
<ubChoices>9</ubChoices>
<ubChoices>10</ubChoices>
<ubNumItems>1</ubNumItems>
<bItemNo1>37</bItemNo1>
<bItemNo2>37</bItemNo2>
@@ -1246,7 +1246,7 @@
<bItemNo7>300</bItemNo7>
<bItemNo8>300</bItemNo8>
<bItemNo9>595</bItemNo9>
<bItemNo10>0</bItemNo10>
<bItemNo10>1055</bItemNo10>
<bItemNo11>0</bItemNo11>
<bItemNo12>0</bItemNo12>
<bItemNo13>0</bItemNo13>
@@ -1,4 +1,56 @@
<?xml version="1.0" encoding="utf-8"?>
<!---
This xml defines the properties of different ammo types.
<uiIndex> ammotype number. Referred to with <ubAmmoType> in Magazines.xml
<fontColour> Colour used when displaying ammo count, taken from FONTS\\TINYFONT1.sti
<grayed> determines what picture to use for the ammo button (no, this doesn't make a lot of sense)
<offNormal>
<onNormal>
<structureImpactReductionMultiplier> / <structureImpactReductionDivisor>
modifies how much bullet damage is reduced when hitting a structure.
<armourImpactReductionMultiplier> / <armourImpactReductionDivisor>
modifies protection value of body armour we hit with the bullet
<beforeArmourDamageMultiplier> / <beforeArmourDamageDivisor>
modifies damage before armour is hit. Is only used if <highExplosive> is > 0
<afterArmourDamageMultiplier> / <afterArmourDamageDivisor>
modifies damage after armour is hit. Not used against armed vehicles.
<zeroMinimumDamage> 0/1 setting. If set to 1, bullet damage can be 0.
<canGoThrough> 0/1 setting. If set to 1, person hit is not a vehicle and gun isn't a rocket launcher or cannon, the bullet has a chance to continue flying
<standardIssue> 0/1 setting. If set to 1, magazines of this ammo are considered when determining ammo for the AI inventory.
<numberOfBullets> number of projectiles fired per shot. If > 1, this is considered buckshot
<multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor>
modifies damage immediately when fired if > 1 projectile is fired per bullet
<highExplosive> number of explosive item used when exploding
<explosionSize> explosion size: 0=none, 1=small, 2=medium, 3=large
<dart> 0/1 setting. If set to 1, damage dealt > 0, target is not an armed vehicle and is hit very accurate, target might be put to sleep.
<knife> 0/1 setting. If set to 1, target is seen by shooter, bullet is not a fragment, and this is a stealth attack, chance to instakill the target
<monsterSpit> bullet gets increased damage according to creature gas items, can blind targets, damage head gear and spawn creature gas
<acidic> 0/1 setting. If set to 1, armour is destroyed 4 times as fast
<ignoreArmour> 0/1 setting. If set to 1, torso and leg armour is ignored
<lockBustingPower> extra damage done to locks
<tracerEffect> 0/1 setting. If set to 1, bullets can be tracers. Flash suppressors don't work, not selected on AI single shot guns.
<spreadPattern /> spread pattern used from SpreadPatterns.xml
<temperatureModificator> additive modifier for temperature generation. 1.0 means +100%
<dirtModificator> additive modifier for dirt generation. 1.0 means +100%
<ammoflag> flagmask for various ammo properties:
AMMO_CRYO 1 this ammo shock-freezes target (scifi)
AMMO_BLIND 2 this ammo will blind if it hits the head
AMMO_ANTIMATERIEL 4 this ammo is anti-materiel, bullets can destroy structures
<dDamageModifierLife> multiplier for damage to health
<dDamageModifierBreath> multiplier for damage to breath
<dDamageModifierTank> additional multiplier for damage to health if target is a tank
<dDamageModifierArmouredVehicle> additional multiplier for damage to health if target is not a tank but armed vehicle or robot
<dDamageModifierCivilianVehicle> additional multiplier for damage to health if target is unarmed vehicle
<dDamageModifierZombie> additional multiplier for damage to health if target is zombie
-->
<AMMOTYPELIST>
<AMMOTYPE>
<uiIndex>0</uiIndex>