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