Updated inis

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2387 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2017-09-20 19:04:37 +00:00
parent 9f4e55d5db
commit e57c769720
4 changed files with 54 additions and 7 deletions
+19
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@@ -345,4 +345,23 @@ DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER = 0.1
DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Misc Settings]
;******************************************************************************************************************************
;
; Modifiers for various item categories belong here.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; AP costs for movement are multiplied by this if a shield is equipped.
; Valid values are from 1.0 to 10.0 .
; Default is 1.7
SHIELD_MOVEMENT_APCOST_MODIFIER = 1.7
; AP costs for movement are multiplied by this if we drag someone.
; Valid values are from 1.0 to 10.0 .
; Default is 1.5
DRAG_MOVEMENT_APCOST_MODIFIER = 1.5
;******************************************************************************************************************************
+6
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@@ -454,6 +454,10 @@
<Files>
<file index="20">f_tree.sti</file>
<file index="32">f_trees.sti</file>
<file index="41">spot_1.sti</file>
<file index="42">sandbag.sti</file>
<file index="45">spot_1s.sti</file>
<file index="46">sandbags.sti</file>
<file index="49">bones2.sti</file>
<file index="89">bltruck.sti</file>
<file index="91">bltruck_s.sti</file>
@@ -2217,6 +2221,8 @@
<file index="63">i_floor.sti</file>
<file index="68">h-roof.sti</file>
<file index="69">slant_12.sti</file>
<file index="70">helcop.sti</file>
<file index="71">helcop_s.sti</file>
<file index="78">street2.sti</file>
<file index="83">a-debri1.sti</file>
<file index="84">burnmark.sti</file>
+12 -6
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@@ -835,7 +835,7 @@ HIDE_BULLET_COUNT_INTENSITY = 0
; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
;------------------------------------------------------------------------------------------------------------------------------
MAXIMUM_MESSAGES_IN_TACTICAL = 6
MAXIMUM_MESSAGES_IN_TACTICAL = 36
;------------------------------------------------------------------------------------------------------------------------------
; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3).
@@ -852,7 +852,7 @@ TACTICAL_FACE_ICON_STYLE = 0
; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
;------------------------------------------------------------------------------------------------------------------------------
SHOW_CAMOUFLAGE_FACES = FALSE
SHOW_CAMOUFLAGE_FACES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Show health text when hovering the mouse over an enemy / creature.
@@ -944,7 +944,7 @@ SHOW_SUPPRESSION_COUNT_ALT = FALSE
; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_EXT_MOUSE_KEYS = FALSE
ENABLE_EXT_MOUSE_KEYS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Allow alternate mouse commands
@@ -2186,6 +2186,11 @@ ACCESS_OTHER_MERC_INVENTORIES = FALSE
; TRUE: weightbased penalty, FALSE: no penalty
BACKPACKWEIGHT_LOWERS_AP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy gun jams
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_JAMS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3915,13 +3920,11 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
; of volunteers we cannot train militia any more.
; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next
; to a town's name in the strategic map). population times loyalty equals loyal population.
; We can also gain volunteers by interrogating prisoners or as a result of quests.
; toggles this feature on and off
MILITIA_VOLUNTEER_POOL = FALSE
; Every hour we get loyal population times this factor volunteers for each town sector we control.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.001
; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
@@ -3929,6 +3932,9 @@ MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously.
MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05
; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY)
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002
;******************************************************************************************************************************
;******************************************************************************************************************************
+17 -1
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@@ -152,6 +152,7 @@ UNWANTED_BULLETS_REDUCTION = 5
; Percentage reduction for APs needed to ready/raise LMGs
PERCENT_AP_READY_LMG_REDUCTION = 10
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -177,6 +178,7 @@ DAMAGE_TO_TANKS_PERCENT_BONUS = 30
; General damage except tanks increased by percentage
HW_DAMAGE_PERCENT_BONUS = 15
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -205,6 +207,17 @@ CHAMBER_ROUND_APS_REDUCTION = 25
; ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
; The 'Focus' skill allows a merc to pay special attention to an area in their view
; While focus is active, they have an improved interrupt chance against all targets in that area,
; but drastically lowered interrupt chance against all targets outside.
; Only works if center of area is in view and a gun is aimed.
; Focus can be activated by calling the skill menu in tactical with '$' and then selecting 'Various' and then 'Focus'.
; The radius of the area depends on how close the merc is, the area increases with distance.
; Base radius of focus area for range 20.
FOCUS_SKILL_RADIUS = 5
; bonus to interrupt (penalty outside of area is twice this)
FOCUS_SKILL_INTERRUPT_BONUS = 4
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -230,6 +243,8 @@ EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10
; Percentage reload speed bonus for loading single shells in shotguns
RELOAD_SPEED_SHOTGUNS_MANUAL = 15
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
[Gunslinger]
@@ -263,6 +278,7 @@ RELOAD_SPEED_HANDGUNS_BONUS = 25
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -464,7 +480,7 @@ MAX_NATURAL_REGEN_BONUSES = 4
;******************************************************************************************************************************
[Ambidextrous]
; CtH penalty when dual shooting is reduced by this many percents
; CtH penalty when shooting while a second items is equipped is reduced by this many percents
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
; Percentage bonus to reload speed for all magazine weapons