From fe822fddc11bc8ce437672db95ac27f807c8dd3b Mon Sep 17 00:00:00 2001 From: MaddMugsy Date: Sun, 13 Aug 2006 16:51:58 +0000 Subject: [PATCH] -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 --- gamedir/Data-1.13/Ja2_Options.INI | 118 ++++++++++++++++++++++++++++++ 1 file changed, 118 insertions(+) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index a6ee08e13..dd5e1b954 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 ;******************************************************************************************************************************