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