-externalized assignment (repair, doctor, training) constants to ja2_options.ini

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@343 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
MaddMugsy
2006-08-13 16:51:58 +00:00
parent 6c3b423e95
commit fe822fddc1
+118
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@@ -53,6 +53,124 @@ EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; Assignment Settings:
; The following settings control various rates/speeds/effectiveness
; of the different merc assignments (repair, train, doctor, etc)
;******************************************************************************************************************************
; Basic values
;******************************************************************************************************************************
;the amount time must be on assignment before it can have any effect
;theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
;******************************************************************************************************************************
; Skill Training
;******************************************************************************************************************************
;min value required to train a skill
TRAINING_SKILL_MIN = 0
;max value to which a skill can be trained
TRAINING_SKILL_MAX = 100
;divisor for rate of self-training; reduce to speed all skill training
SELF_TRAINING_DIVISOR = 1000
;the divisor for rate of training bonus due to instructors influence
;reduce to speed trainer/student training
;this value gets added to the self training divisor when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
;the bonus to training in marksmanship in the Alma gun range sector
GUN_RANGE_TRAINING_BONUS = 25
;the minimum skill rating that is need to teach a fellow teammate
MIN_RATING_TO_TEACH = 25
;training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
;also applies to training militia
TEACH_BONUS_TO_TRAIN = 30
;******************************************************************************************************************************
; Militia Training
;******************************************************************************************************************************
;this controls how fast town militia gets trained
MILITIA_TRAINING_RATE = 4
;limits the number of mercs assigned to militia training in a single sector
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
;militia training bonus for RPC (percentage points)
;RPCs (Ira, Miguel, etc) train militia a bit faster
RPC_BONUS_TO_TRAIN_MILITIA = 10
;******************************************************************************************************************************
; Repairing
;******************************************************************************************************************************
;number we divide the total pts accumlated per day by for each assignment period
;Higher number = slower repair rate
ASSIGNMENT_UNITS_PER_DAY = 24
;cost to unjam a weapon in repair pts
REPAIR_COST_PER_JAM = 2
increase to reduce repair pts, or vice versa
REPAIR_RATE_DIVISOR = 2500
;******************************************************************************************************************************
; Doctoring
; for reference: OKLIFE = 15
;******************************************************************************************************************************
;activity levels for natural healing ( the higher the number, the slower the natural recover rate)
;Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12
;increase to reduce doctoring pts, or vice versa
;at 2400, the theoretical maximum is 150 full healing pts/day
DOCTORING_RATE_DIVISOR = 2400
;how many points of healing each hospital patients gains per hour in the hospital
;a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5
;base skill to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
;multiplier for skill needed for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
;number of pts needed for each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
;******************************************************************************************************************************
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
;******************************************************************************************************************************