- New Feature: dynamic opinions allows mercs to form opinions about each other depening on actions they/the player take or do not take. These can be viewed in the 'MeLoDY 'website. See also http://www.bears-pit.com/board/ubbthreads.php/topics/333259.html#Post333259

- new background property: <dislikebackground> allows mercs to dislike specific backgrounds

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2050 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2014-05-28 22:03:13 +00:00
parent bde20308cd
commit a57a1d5d27
4 changed files with 87 additions and 4 deletions
+8
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@@ -3203,6 +3203,14 @@ MORALE_MOD_SEXISM = 1
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
; mercs can form dynamic opinions of each other, this in turn will affect their morale
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = TRUE
; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a
; negative opinion of merc B
WAGE_ACCEPTANCE_FACTOR = 1.5
;******************************************************************************************************************************
;******************************************************************************************************************************
+63 -1
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@@ -165,4 +165,66 @@ MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2
; SANDRO - morale is going down faster if not fighting for malicious characters
; modifies morale change for malicious mercs during hourly update
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
[Dynamic Opinion Modifiers Settings]
; if someone else did something to us, our opinion of them is modified
; values between -50 and 0 for bad stuff and 0 and 50 for good stuff
; friendly fire
OPINIONEVENT_FRIENDLYFIRE = -10
; a sntich told the player about our complaining
OPINIONEVENT_SNITCHSOLDMEOUT = -3
; a snitch stopped u from stealing/taking drugs
OPINIONEVENT_SNITCHINTERFERENCE = -5
; someone else is friends with someone we really don't like
OPINIONEVENT_FRIENDSWITHHATED = -4
; someone else got a contract extension before we did, even though we had less time to begin with
OPINIONEVENT_CONTRACTEXTENSION = -2
; we blame someone else for the retreat order (even though it was the player)
OPINIONEVENT_ORDEREDRETREAT = -6
; someone killed a non-hostile civilian
OPINIONEVENT_CIVKILLER = -8
; someone carries too much and slows down the squad
OPINIONEVENT_SLOWSUSDOWN = -2
; we are hungry and someone else has food an obviously does not share
OPINIONEVENT_NOSHARINGFOOD = -1
; someone else's disability kicked in
OPINIONEVENT_ANNOYINGDISABILITY = -2
; other merc is an addict and consumes drugs
OPINIONEVENT_ADDICT = -6
; othe merc is stealing
OPINIONEVENT_THIEF = -5
; we blame someone else for huge battle losses (even though it was the player)
OPINIONEVENT_WORSTCOMMANDEREVER = -7
; someone else earns a lot more, we feel it's unfair. See also WAGE_ACCEPTANCE_FACTOR in JA2_Options.ini
OPINIONEVENT_RICHGUY = -1
; Someone else has way better gear than we do
OPINIONEVENT_BETTERGEAR = -2
; someone else used our body as a rifle rest
OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS = -3
; someone treated our wounds, also counts for doctoring
OPINIONEVENT_BANDAGED = 1
; each time mercs drink alcohol together, this can go either good (67%) or bad (33%).
; Good on good causes super, bad on bad causes worse. Bad and good cancel each other out.
OPINIONEVENT_DRINKBUDDIES_GOOD = 1
OPINIONEVENT_DRINKBUDDIES_SUPER = 4
OPINIONEVENT_DRINKBUDDIES_BAD = -1
OPINIONEVENT_DRINKBUDDIES_WORSE = -4
@@ -81,6 +81,8 @@
<cth_vs_creatures>0</cth_vs_creatures> <!-- +- cth with firearms when aiming at creatures, -10 to 10 -->
<insurance>0</insurance> <!-- +- % insurance cost, -50 to 200 -->
<spotter>0</spotter> <!-- +- % spotter skill effectiveness, -30 to 30 -->
<dislikebackground>0</dislikebackground> <!-- dislike everybody with a background that has the negative of this value -->
<!-- on/off properties: 1 for on, 0 for off -->
<druguse>0</druguse> <!-- might use drugs from inventory (the 'Larry'-behaviour) -->
@@ -374,6 +376,7 @@
<prisonguard>300</prisonguard>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>-1</dislikebackground>
</BACKGROUND>
<!-- Hitman -->
<BACKGROUND>
@@ -414,6 +417,7 @@
<breachingcharge>70</breachingcharge>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>-2</dislikebackground>
</BACKGROUND>
<!-- Raven -->
<BACKGROUND>
@@ -428,6 +432,7 @@
<breachingcharge>60</breachingcharge>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>-2</dislikebackground>
</BACKGROUND>
<!-- Static -->
<BACKGROUND>
@@ -497,6 +502,7 @@
<scrounging>1</scrounging>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>2</dislikebackground>
</BACKGROUND>
<!-- Stephen -->
<BACKGROUND>
@@ -785,6 +791,7 @@
<prisonguard>300</prisonguard>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>-1</dislikebackground>
</BACKGROUND>
<!-- PGmale 1 -->
<BACKGROUND>
@@ -978,6 +985,7 @@
<level_underground>1</level_underground>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>1</dislikebackground>
</BACKGROUND>
<!-- Shank -->
<BACKGROUND>
@@ -996,6 +1004,7 @@
<level_underground>1</level_underground>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>1</dislikebackground>
</BACKGROUND>
<!-- Iggy -->
<BACKGROUND>
@@ -2263,6 +2272,7 @@
<breachingcharge>80</breachingcharge>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>-2</dislikebackground>
</BACKGROUND>
<!-- Spooky -->
<BACKGROUND>
@@ -2920,6 +2930,7 @@
<scrounging>1</scrounging>
<no_male>1</no_male>
<no_female>1</no_female>
<dislikebackground>1</dislikebackground>
</BACKGROUND>
<!-- Leech -->
<BACKGROUND>
@@ -44,9 +44,11 @@ uiTrait1, uiTrait2, uiTrait3: according to the trait numbers:
BODYBUILDING_NT, // 16
DEMOLITIONS_NT, // 17
TEACHING_NT, // 18
SCOUTING_NT, // 19
COVERT_NT, // 20
SCOUTING_NT, // 19
COVERT_NT, // 20 // major trait, here for coding reasons
RADIO_OPERATOR_NT, //21
SNITCH_NT, //22
-->
<PROFILES>
<PROFILE>