- new option "DELAYED_GRENADE_EXPLOSION" in Ja2_Options.INI (by Sevenfm) that makes grenades explode in the next turn instead of instantly

- new value "AP_GRENADE_MODE" in APBPConstants.ini (by Sevenfm)

preparation for new dirt/repair system:
- new option "CLEANING_RATE_DIVISOR" in Ja2_Options.INI 
- removed options "DIRT_SYSTEM", "FULL_REPAIR_CLEANS_GUN" and "SECTOR_DIRT_DIVIDER" as they are not used anymore

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2346 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2016-10-18 21:00:06 +00:00
parent 88b69e1bcb
commit 9ba6da08de
2 changed files with 17 additions and 10 deletions
+5
View File
@@ -321,6 +321,11 @@ BAD_AP_COST = 36
;***********************************************************************
AP_UNJAM = 2
;***********************************************************************
;* AP value to set grenade mode
;***********************************************************************
AP_GRENADE_MODE = 4
;***********************************************************************
;* The APs needed when you jump through a window *
;***********************************************************************
+12 -10
View File
@@ -1073,6 +1073,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
; will detonate on next turn instead of instant explosion
;------------------------------------------------------------------------------------------------------------------------------
DELAYED_GRENADE_EXPLOSION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 100
; Chance to say annoying phrase.
@@ -3312,15 +3320,6 @@ ADVANCED_REPAIR = TRUE
; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
DIRT_SYSTEM = FALSE
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
FULL_REPAIR_CLEANS_GUN = FALSE
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 700
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
DIRT_GLOBAL_MODIFIER = 1.25
@@ -4447,9 +4446,12 @@ ALLOW_BANDAGING_DURING_TRAVEL = FALSE
; Cost to unjam a weapon in repair pts
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
REPAIR_RATE_DIVISOR = 2500
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
CLEANING_RATE_DIVISOR = 500
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
; down repair. A lower value speeds it up.