From e57c769720b4060f02277ad98ca8b174ec09615c Mon Sep 17 00:00:00 2001 From: Flugente Date: Wed, 20 Sep 2017 19:04:37 +0000 Subject: [PATCH] Updated inis git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2387 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data/Item_Settings.ini | 19 +++++++++++++++++++ gamedir/Data/Ja2Set.dat.xml | 6 ++++++ gamedir/Data/Ja2_Options.INI | 18 ++++++++++++------ gamedir/Data/Skills_Settings.INI | 18 +++++++++++++++++- 4 files changed, 54 insertions(+), 7 deletions(-) diff --git a/gamedir/Data/Item_Settings.ini b/gamedir/Data/Item_Settings.ini index 2903a0aa0..d68ed772d 100644 --- a/gamedir/Data/Item_Settings.ini +++ b/gamedir/Data/Item_Settings.ini @@ -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 ;****************************************************************************************************************************** \ No newline at end of file diff --git a/gamedir/Data/Ja2Set.dat.xml b/gamedir/Data/Ja2Set.dat.xml index d52db1210..96f40b708 100644 --- a/gamedir/Data/Ja2Set.dat.xml +++ b/gamedir/Data/Ja2Set.dat.xml @@ -454,6 +454,10 @@ f_tree.sti f_trees.sti + spot_1.sti + sandbag.sti + spot_1s.sti + sandbags.sti bones2.sti bltruck.sti bltruck_s.sti @@ -2217,6 +2221,8 @@ i_floor.sti h-roof.sti slant_12.sti + helcop.sti + helcop_s.sti street2.sti a-debri1.sti burnmark.sti diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index e30c44e34..c58bee7f1 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data/Skills_Settings.INI b/gamedir/Data/Skills_Settings.INI index 012c99bd2..e84b76794 100644 --- a/gamedir/Data/Skills_Settings.INI +++ b/gamedir/Data/Skills_Settings.INI @@ -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