- modified spread pattern names to look better in EDB

- changed the mechanics attribute of some mercs with explosive skill to something higher than zero so they do not automatically blow themselves up anymore

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2243 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2015-05-14 23:30:43 +00:00
parent 4316eaae86
commit c3336044cb
4 changed files with 29 additions and 29 deletions
@@ -187,7 +187,7 @@
<ignoreArmour>0</ignoreArmour> <ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower> <lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect> <tracerEffect>0</tracerEffect>
<spreadPattern>BuckshotSpread</spreadPattern> <spreadPattern>Buckshot</spreadPattern>
<temperatureModificator>0.0</temperatureModificator> <temperatureModificator>0.0</temperatureModificator>
<PoisonPercentage>0</PoisonPercentage> <PoisonPercentage>0</PoisonPercentage>
<dirtModificator>0.0</dirtModificator> <dirtModificator>0.0</dirtModificator>
@@ -226,7 +226,7 @@
<ignoreArmour>0</ignoreArmour> <ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower> <lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect> <tracerEffect>0</tracerEffect>
<spreadPattern>FlechetteSpread</spreadPattern> <spreadPattern>Flechette</spreadPattern>
<temperatureModificator>0.03</temperatureModificator> <temperatureModificator>0.03</temperatureModificator>
<PoisonPercentage>0</PoisonPercentage> <PoisonPercentage>0</PoisonPercentage>
<dirtModificator>-0.25</dirtModificator> <dirtModificator>-0.25</dirtModificator>
@@ -1084,7 +1084,7 @@
<ignoreArmour>0</ignoreArmour> <ignoreArmour>0</ignoreArmour>
<lockBustingPower>0</lockBustingPower> <lockBustingPower>0</lockBustingPower>
<tracerEffect>0</tracerEffect> <tracerEffect>0</tracerEffect>
<spreadPattern>DuplexSpread</spreadPattern> <spreadPattern>Duplex</spreadPattern>
<temperatureModificator>0.15</temperatureModificator> <temperatureModificator>0.15</temperatureModificator>
<PoisonPercentage>0</PoisonPercentage> <PoisonPercentage>0</PoisonPercentage>
<dirtModificator>0.3</dirtModificator> <dirtModificator>0.3</dirtModificator>
+8 -8
View File
@@ -1378,7 +1378,7 @@
<BR_NewInventory>4</BR_NewInventory> <BR_NewInventory>4</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory> <BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>22</BR_ROF> <BR_ROF>22</BR_ROF>
<spreadPattern>ChokeImpModSpread</spreadPattern> <spreadPattern>Imp Mod Choke</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance> <DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor> <DirtIncreaseFactor>20.0</DirtIncreaseFactor>
@@ -7349,7 +7349,7 @@
<BR_UsedInventory>1</BR_UsedInventory> <BR_UsedInventory>1</BR_UsedInventory>
<RangeBonus>20</RangeBonus> <RangeBonus>20</RangeBonus>
<Duckbill>1</Duckbill> <Duckbill>1</Duckbill>
<spreadPattern>DuckbillSpread</spreadPattern> <spreadPattern>Duckbill</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS /> <STAND_MODIFIERS />
<CROUCH_MODIFIERS /> <CROUCH_MODIFIERS />
@@ -9970,7 +9970,7 @@
<BR_NewInventory>4</BR_NewInventory> <BR_NewInventory>4</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory> <BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>20</BR_ROF> <BR_ROF>20</BR_ROF>
<spreadPattern>ChokeImpModSpread</spreadPattern> <spreadPattern>Imp Mod Choke</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance> <DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor> <DirtIncreaseFactor>20.0</DirtIncreaseFactor>
@@ -21184,7 +21184,7 @@
<BR_NewInventory>4</BR_NewInventory> <BR_NewInventory>4</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory> <BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>24</BR_ROF> <BR_ROF>24</BR_ROF>
<spreadPattern>SawedoffSpread</spreadPattern> <spreadPattern>Sawed off</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance> <DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor> <DirtIncreaseFactor>20.0</DirtIncreaseFactor>
@@ -22010,7 +22010,7 @@
<BR_ROF>28</BR_ROF> <BR_ROF>28</BR_ROF>
<BurstToHitBonus>5</BurstToHitBonus> <BurstToHitBonus>5</BurstToHitBonus>
<AutoFireToHitBonus>5</AutoFireToHitBonus> <AutoFireToHitBonus>5</AutoFireToHitBonus>
<spreadPattern>SawedoffSpread</spreadPattern> <spreadPattern>Sawed off</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance> <DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor> <DirtIncreaseFactor>20.0</DirtIncreaseFactor>
@@ -40887,7 +40887,7 @@
<BR_NewInventory>5</BR_NewInventory> <BR_NewInventory>5</BR_NewInventory>
<BR_UsedInventory>2</BR_UsedInventory> <BR_UsedInventory>2</BR_UsedInventory>
<RangeBonus>30</RangeBonus> <RangeBonus>30</RangeBonus>
<spreadPattern>ChokeImpModSpread</spreadPattern> <spreadPattern>Imp Mod Choke</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS /> <STAND_MODIFIERS />
<CROUCH_MODIFIERS /> <CROUCH_MODIFIERS />
@@ -40917,7 +40917,7 @@
<BR_NewInventory>5</BR_NewInventory> <BR_NewInventory>5</BR_NewInventory>
<BR_UsedInventory>2</BR_UsedInventory> <BR_UsedInventory>2</BR_UsedInventory>
<RangeBonus>40</RangeBonus> <RangeBonus>40</RangeBonus>
<spreadPattern>ChokeFullSpread</spreadPattern> <spreadPattern>Full Choke</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS /> <STAND_MODIFIERS />
<CROUCH_MODIFIERS /> <CROUCH_MODIFIERS />
@@ -40948,7 +40948,7 @@
<BR_UsedInventory>2</BR_UsedInventory> <BR_UsedInventory>2</BR_UsedInventory>
<RangeBonus>60</RangeBonus> <RangeBonus>60</RangeBonus>
<ToHitBonus>20</ToHitBonus> <ToHitBonus>20</ToHitBonus>
<spreadPattern>ChokeRifledSpread</spreadPattern> <spreadPattern>Rifled Choke</spreadPattern>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> <usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS /> <STAND_MODIFIERS />
<CROUCH_MODIFIERS /> <CROUCH_MODIFIERS />
+4 -4
View File
@@ -4031,7 +4031,7 @@
<bExplosive>4</bExplosive> <bExplosive>4</bExplosive>
<bLeadership>13</bLeadership> <bLeadership>13</bLeadership>
<bMedical>24</bMedical> <bMedical>24</bMedical>
<bMechanical>0</bMechanical> <bMechanical>2</bMechanical>
<bExpLevel>2</bExpLevel> <bExpLevel>2</bExpLevel>
<bEvolution>0</bEvolution> <bEvolution>0</bEvolution>
<bOldSkillTrait>6</bOldSkillTrait> <bOldSkillTrait>6</bOldSkillTrait>
@@ -4506,7 +4506,7 @@
<bExplosive>56</bExplosive> <bExplosive>56</bExplosive>
<bLeadership>11</bLeadership> <bLeadership>11</bLeadership>
<bMedical>9</bMedical> <bMedical>9</bMedical>
<bMechanical>0</bMechanical> <bMechanical>5</bMechanical>
<bExpLevel>1</bExpLevel> <bExpLevel>1</bExpLevel>
<bEvolution>0</bEvolution> <bEvolution>0</bEvolution>
<bOldSkillTrait>3</bOldSkillTrait> <bOldSkillTrait>3</bOldSkillTrait>
@@ -17236,7 +17236,7 @@
<bExplosive>69</bExplosive> <bExplosive>69</bExplosive>
<bLeadership>1</bLeadership> <bLeadership>1</bLeadership>
<bMedical>0</bMedical> <bMedical>0</bMedical>
<bMechanical>0</bMechanical> <bMechanical>7</bMechanical>
<bExpLevel>1</bExpLevel> <bExpLevel>1</bExpLevel>
<bEvolution>0</bEvolution> <bEvolution>0</bEvolution>
<bOldSkillTrait>3</bOldSkillTrait> <bOldSkillTrait>3</bOldSkillTrait>
@@ -24148,7 +24148,7 @@
<bExplosive>85</bExplosive> <bExplosive>85</bExplosive>
<bLeadership>2</bLeadership> <bLeadership>2</bLeadership>
<bMedical>31</bMedical> <bMedical>31</bMedical>
<bMechanical>0</bMechanical> <bMechanical>11</bMechanical>
<bExpLevel>1</bExpLevel> <bExpLevel>1</bExpLevel>
<bEvolution>0</bEvolution> <bEvolution>0</bEvolution>
<bOldSkillTrait>3</bOldSkillTrait> <bOldSkillTrait>3</bOldSkillTrait>
+14 -14
View File
@@ -80,7 +80,7 @@ Doing so makes everything a lot easier to read.
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>DefaultSpread</NAME> <NAME>Default</NAME>
<DESC>First pellet straight ahead, then follow the original game's shotgun pattern, then wide random spread.</DESC> <DESC>First pellet straight ahead, then follow the original game's shotgun pattern, then wide random spread.</DESC>
<!-- First fires straight --> <!-- First fires straight -->
<p><x> 0.0000</x><y> 0.0000</y></p> <p><x> 0.0000</x><y> 0.0000</y></p>
@@ -100,17 +100,17 @@ Doing so makes everything a lot easier to read.
*** Section for AmmoType spread patterns *** *** Section for AmmoType spread patterns ***
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>BuckshotSpread</NAME> <NAME>Buckshot</NAME>
<DESC>Spread range slightly wider than the original game.</DESC> <DESC>Spread range slightly wider than the original game.</DESC>
<xspread>0.0150</xspread> <yspread>0.0150</yspread> <xspread>0.0150</xspread> <yspread>0.0150</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>FlechetteSpread</NAME> <NAME>Flechette</NAME>
<DESC>Flechettes spread much wider than shot.</DESC> <DESC>Flechettes spread much wider than shot.</DESC>
<xspread>0.0250</xspread> <yspread>0.0250</yspread> <xspread>0.0250</xspread> <yspread>0.0250</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>DuplexSpread</NAME> <NAME>Duplex</NAME>
<DESC>Also for triplex, quadplex, or any other inline multiple projectile.</DESC> <DESC>Also for triplex, quadplex, or any other inline multiple projectile.</DESC>
<xspread>0.0120</xspread> <yspread>0.0120</yspread> <xspread>0.0120</xspread> <yspread>0.0120</yspread>
<p><x> 0.0000</x><y> 0.0000</y></p> <p><x> 0.0000</x><y> 0.0000</y></p>
@@ -119,7 +119,7 @@ Doing so makes everything a lot easier to read.
*** Section for Ammo item specific spread patterns *** *** Section for Ammo item specific spread patterns ***
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>12gaTungstenSpread</NAME> <NAME>Tungsten</NAME>
<DESC> <DESC>
(not used anywhere right now, just an example) (not used anywhere right now, just an example)
Tungsten shot groups better and hits harder at range. Tungsten shot groups better and hits harder at range.
@@ -132,7 +132,7 @@ Doing so makes everything a lot easier to read.
*** Section for Weapon item specific spread patterns *** *** Section for Weapon item specific spread patterns ***
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>FlamerSpread</NAME> <NAME>Flamer</NAME>
<DESC>Flamethrower more spread out. Uses static angles, unchanged from original game.</DESC> <DESC>Flamethrower more spread out. Uses static angles, unchanged from original game.</DESC>
<p><x> 0.0000</x><y> 0.0000</y></p> <p><x> 0.0000</x><y> 0.0000</y></p>
<p><x>-0.1200</x><y> 0.0000</y></p> <p><x>-0.1200</x><y> 0.0000</y></p>
@@ -145,7 +145,7 @@ Doing so makes everything a lot easier to read.
<p><x>+0.0080</x><y>+0.0080</y></p> <p><x>+0.0080</x><y>+0.0080</y></p>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>SawedoffSpread</NAME> <NAME>Sawed off</NAME>
<DESC> <DESC>
Very wide spread from a crudely cut-off barrel. Very wide spread from a crudely cut-off barrel.
Use weapon based spread patterns spareingly, since ammo will likely be tweaked to have a specific Use weapon based spread patterns spareingly, since ammo will likely be tweaked to have a specific
@@ -157,17 +157,17 @@ Doing so makes everything a lot easier to read.
*** Section for Attachment item specific spread patterns *** *** Section for Attachment item specific spread patterns ***
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>DuckbillSpread</NAME> <NAME>Duckbill</NAME>
<DESC>Duckbill flattens the spread and makes it wider horizontally.</DESC> <DESC>Duckbill flattens the spread and makes it wider horizontally.</DESC>
<xspread>0.0350</xspread> <yspread>0.0050</yspread> <xspread>0.0350</xspread> <yspread>0.0050</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>ChokeImpModSpread</NAME> <NAME>Imp Mod Choke</NAME>
<DESC>A improved modified choke for standard 12ga shotguns.</DESC> <DESC>A improved modified choke for standard 12ga shotguns.</DESC>
<xspread>0.0110</xspread> <yspread>0.0100</yspread> <xspread>0.0110</xspread> <yspread>0.0100</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>ChokeFullSpread</NAME> <NAME>Full Choke</NAME>
<DESC>A full choke for standard 12ga shotguns. <DESC>A full choke for standard 12ga shotguns.
Not for use with slugs or steel shot! Not for use with slugs or steel shot!
Well, in real life, but it won't hurt you in the game. Well, in real life, but it won't hurt you in the game.
@@ -176,7 +176,7 @@ Doing so makes everything a lot easier to read.
<xspread>0.0080</xspread> <yspread>0.0080</yspread> <xspread>0.0080</xspread> <yspread>0.0080</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>ChokeRifledSpread</NAME> <NAME>Rifled Choke</NAME>
<DESC>A rifled choke for standard 12ga shotguns. <DESC>A rifled choke for standard 12ga shotguns.
This is a little bit of a hack, and a good example of what can be done when getting creative. This is a little bit of a hack, and a good example of what can be done when getting creative.
Rifled chokes are intended to increase the range and accuracy of slugs. Rifled chokes are intended to increase the range and accuracy of slugs.
@@ -193,13 +193,13 @@ Doing so makes everything a lot easier to read.
*** Section for other unused, special case, testing, or quicky mod-related spread patterns *** *** Section for other unused, special case, testing, or quicky mod-related spread patterns ***
--> -->
<SPREADPATTERN> <SPREADPATTERN>
<NAME>RandomSpread</NAME> <NAME>Random</NAME>
<DESC>Random angles, from straight ahead to straight back, up, down, left, right.</DESC> <DESC>Random angles, from straight ahead to straight back, up, down, left, right.</DESC>
<method>Rectangle</method> <method>Rectangle</method>
<xspread>3.1415</xspread> <yspread>3.1415</yspread> <xspread>3.1415</xspread> <yspread>3.1415</yspread>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>CrazySpread</NAME> <NAME>Crazy</NAME>
<DESC>Everything firing with moderate spread, but backwards</DESC> <DESC>Everything firing with moderate spread, but backwards</DESC>
<p><x>+3.1415</x><y> 0.0000</y></p> <p><x>+3.1415</x><y> 0.0000</y></p>
<p><x>-3.1415</x><y> 0.0000</y></p> <p><x>-3.1415</x><y> 0.0000</y></p>
@@ -209,7 +209,7 @@ Doing so makes everything a lot easier to read.
<p><x>-3.0000</x><y>-0.0100</y></p> <p><x>-3.0000</x><y>-0.0100</y></p>
</SPREADPATTERN> </SPREADPATTERN>
<SPREADPATTERN> <SPREADPATTERN>
<NAME>AxisSpread</NAME> <NAME>Axis</NAME>
<DESC>In straight lines along every axis</DESC> <DESC>In straight lines along every axis</DESC>
<p><x> 0.0000</x><y> 0.0000</y></p> <!-- forward --> <p><x> 0.0000</x><y> 0.0000</y></p> <!-- forward -->
<p><x>+3.1415</x><y> 0.0000</y></p> <!-- backward --> <p><x>+3.1415</x><y> 0.0000</y></p> <!-- backward -->