- ja2_options.ini: MAX_BACKPACK_WEIGHT_TO_CLIMB, USE_GLOBAL_BACKPACK_SETTINGS
- First setting is sBackpackWeightToClimb which is the maximum weight a backpack can weigh and still allow you to climb with. The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
Second setting is fUseGlobalBackpackSettings which if true (default) uses the same rules for all backpacks, while if false it checks for the fAllowClimbing tag in items.xml, and if that is true you can climb with said backpack.
Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg (or 50 hg) but not climb with a radio set.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Updates/Improvements (by Sevenfm)
1. Quick inventory items:
Press [ALT] + [1..0] for quick access to predefined items in tactical (ja2_options.ini: QUICK_ITEM_0 to QUICK_ITEM_9)
Press [ALT] + [`] (tilde key left to [1]) to put item back to inventory and switch hands.
The item will be put in the same slot it was taken from (unless it was stacked or game was reloaded).
2. Also a few quick hotkeys:
[ALT] + [q] - switch to sling (same as [SHIFT] + [k])
[CTRL] + [q] - switch hands
[SHIFT] + [q] - drop item from main hand to the ground
Additional info:
-some hotkeys do not work in cheat mode
-only NIV
-only one-handed items supported
-stacked items currently not supported
-remembered item slot is lost when you reload game
3. A few small fixes for dynamic tooltips and other things
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7130 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1.) USE_ITEM_NEW
- It creates new items with firstResultingItemIndex and secondResultingItemIndex (if defined) and deducts 1 point from firstItemIndex's status (for each new item).
- When firstItemIndex's status reaches 0, the item is destroyed.
- With this type of merge, you can use knife on tripwire roll, for example, to get 2 new tripwire items. So you can think of tripwire roll as container for 100 tripwires.
<MERGE>
<firstItemIndex>299</firstItemIndex>
<secondItemIndex>1640</secondItemIndex>
<firstResultingItemIndex>1524</firstResultingItemIndex>
<secondResultingItemIndex>1524</secondResultingItemIndex>
<mergeType>13</mergeType>
<APCost>20</APCost>
</MERGE>
2) USE_ITEM merge creates secondResultingItemIndex item if defined.
- With this secondResultingItemIndex defined, you can use knife on T-Shirt to get 2 rags.
<MERGE>
<firstItemIndex>299</firstItemIndex>
<secondItemIndex>195</secondItemIndex>
<firstResultingItemIndex>1022</firstResultingItemIndex>
<secondResultingItemIndex>1022</secondResultingItemIndex>
<mergeType>6</mergeType>
<APCost>20</APCost>
</MERGE>
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6681 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Couple mapeditor and game fixes and radar map creation for any screen resolution.
Details:
- Radarmap is now possible to create from any mapeditor screen resolution.
- Better fix to prevent memory corruption during gWorldItems resize.
- Fix problems with losing attached item because attachment slots was not exist when using NAS, also empty slots are removed which was prevent attaching in OAS.
- Fix tooltip popup for checkbox when button is disabled and prevent sticky tooltips from taskbar when SummaryWindow is active.
- Check if item is valid for 1.12 will be active only for mapeditor, but game will load all items regardless of map version.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6652 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps.
- Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well.
- Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab.
- Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type.
- fixed UDB description for <RecoilModifierX> and <RecoilModifierY>
- All recoil calculations now use FLOAT values for more precision.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Couple map editor fixes.
Details:
- Map loading not properly set Vanilla global variable switch.
- Loading AIMNAS maps of version 28 cause CTD due to incorrect StackedObjectData loading sizeof.
- Only in editor mode and if NAS setting is on inseparable and default attachments will be always add, but default attachments will not, so older maps should be converted from mapeditor to new version.
- Fix CTD if try to place items from tab selection which contains no items.
- There was missing part from ch4 for mouse wheel support in mapeditor.
- There was conflict between keyboard and mouse events creating problems when try to select taskbar options by mouse.
- Fix annoying message of using improper attachment during item place if item consist of default or inseparable attachments.
- Remove hints to display if loading map from editor.
- Fix CTD if have previously selected merc and loading another (smaller) map.
- Saving map as Vanilla will check if attachment is valid for 1.12, that means you will lost some stuff from NIV if save in Vanilla mode, so you should always save map in newest format if want play map in 1.13.
- Add correct weight recalculation when saving in Vanilla format using old OBJECTTYPE.
- Remove entry points check during map save as Scheinworld reported problem with basement levels and similar maps which doesn't need entry points.
- Fix displaying wrong map version in summary window because MapInfo is incorrectly saved in all previous mapeditors.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6530 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- mercs with average refinement get a morale penalty if they care extremely about refinement and the other merc is a slob or snob
- added code for soldier-specific interrupt modifier
- added belgian and portoguese nationalities
- Fix: race, sexism etc. xml data didn't correctly overwrite PROF.DAT data
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6519 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- New item tag <SleepModifier>:
This is a percentage bonus to breath regain while resting.
It could be applied to sleeping bags for example.
Reasonable values are from 0 (no bonus) to 100 (twice the regeneration).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6483 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- externalized the brightness vision range modifiers to allow for different ratios of day/night vision range
- added <PercentRangeBonus> as a complement to <Rangebonus>
- added the possibility for LBE vests to function as plate carriers
These were the missing features from IoV previously not in the 1.13 trunk. Thereby, IoV is now fully compatible to the current trunk (by DepressivesBrot)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6279 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- specify random items in RandomItems.xml
- when the game creates a random item, it searches all vialbe items according to random item class and picks one randomly
- this allows mappers to place items in maps that are more independent of the xml-set used, however the random items themselves msut be the same in map&mod
- can also be used to broaden the enemy gun/item choices selection
- for more reference, see http://www.bears-pit.com/board/ubbthreads.php/topics/310793.html#Post310793
FIX: sector curfew value was interpreted wrong
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5594 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- The action item system has been repaired for this. It has never worked correctly prior to this, but the errors never occured.
- New items from GameDir 1538 are required for this to work. They are direct copies of existing items, except for a new tag, <usActionItemFlag>.
- The name of the new action items should clarify in the editor what an item does.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5565 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Added: Separate message for 'no space' (used 'already there' as a placeholder before)
- Fixed: Exchanging attachments when we are near capacity for the carrier
- Fixed: The LBE shown in the description box now changes as well and as soon as you add/remove an attachment
- Changed: The attachment now transfers the first non-zero pocket to the carrier instead of simply the first
- Added: Tooltips now show the currently used and the available space of a carrier.
- Added: A modifier for the explosive damage in confined spaces (by DepressivesBrot). Implemented on a per-item basis using the new float tag <bIndoorModifier> in Explosives.xml (0.5 means 150% damage, 1.0 means 200% etc.)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5552 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- externalised texts for cleaning, food, corpse handling and covert ops
- tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up.
- corpses spawned from items will behave according to the zombie spawn rules
- fixed a few glitches with the covert ops trait
- fixed a bug that gave the 'mounted' bonus on a roof
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- LockPickModifier modifies the lockpick chance by a specific number. If the number is positive, it is proportional to the locksmith kit's status, if the number is negative, it will always be the same. Tag is ignored if the item isn't a LocksmithKit. FindLocksmithKit should return the one that gives the biggest bonus, but it may have trouble with stacked lockpicks. Hovering over the "Locksmith Kit" icon in UDB should tell you how much of a bonus (or penalty) that item gives you.
- CrowbarModifier increases your chances to force open by using a crowbar by the number indicated. Default vanilla crowbar has a bonus of 20, so an item with a bonus of 10 will be worse than a crowbar (but possibly smaller). FindUsableCrowbar should return the item with the biggest bonus. Tag is ignored if the item isn't a Crowbar. Hovering over the "Crowbar" Icon in UDB should tell you by how much your chances are improved, though if the item is also a weapon, the icon isn't visible.
- RepairModifier modifies a toolkit's effectiveness by that percentage. If you try to repair with a shoddy toolkit that has a RepairModifier of -20, you'll be 80% as effective, while repairing with an excellent toolkit that has a RepairModifier of 20 means you are 120% as effective. When checking if you have a toolkit at hand, it should select the one with the biggest bonus. Tag is ignored if item isn't also a Toolkit. Hovering over the "Toolkit" icon in UDB should tell you how effective the repair kit is.
- DisarmModifier increases your chances to disarm a trap by the indicated amount, modified by the Diffusal Kit's status. The FindDisarmKit should return the item with the biggest bonus, though it uses the top item in a stack. Currently using the "Wirecutters" icon in UDB, hovering over it should tell you by how much your trap disarm chance is improved.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5472 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- food and water levels are lowered every hour, eat food to survive
- not doing so leads to various penalties and ultimately death
- added food items for that purpose. Food can degrade over time. Rotten food poisons.
- Mercs automatically consume food if hungry/thirsty and food is in their inventories
- for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396
- this feature requires new STI files from the GameDir trunk.
- added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future.
WARNING: This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- if the terrain allows it, an empty sandbag (item 1540) can be filled to a full sandbag (item 1541). You need to have a shovel (item 1015) in your second hand. You will notice the new hammer cursor
- by using a full sandbag, you can build a sandbag barrier
- by using a concertina stack, you can build a concertina wire barrier
- this only works if the current map has sandbags/concertina wire in its tileset
- with a shovel in your hand, you can remove a sandbag barrier
- changed the size of shovel so it can actually be put in inventories. It was also necessary to remove its ability to be used as a melee weapon.
- for further info, see this thread: http://www.bears-pit.com/board/ubbthreads.php/topics/305822.html#Post305822
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game
o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1. Ja2Options.ini option to override chance of items appearing in maps (MAP_ITEM_CHANCE_OVERRIDE). Useful for debugging maps. Not including this one in the ini file for everyone to mess with though. Value range = 0-100%, where 0 (default) = use map settings.
2. AttachmentComboMerges is underused, so it's been extended to use up to 20 attachments to make it more useful. Build your own guns, anyone?
3. New merge types: Easy Explosive (existing one renamed to Hard), Easy Mechanical, Hard Mechanical.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5300 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o if a gun/attachment has the boolean tag <BlockIronSight> in Items.xml, a gun's iron sights wont be selectable while selecting scope modes.
o if using dual weapons, only iron sights can be used
o new attachmentclass: AC_IRONSIGHT (4194304) for attachable iron sights (display on gun is different from reflex sights, no other differences... yet)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5291 3b4a5df2-a311-0410-b5c6-a8a6f20db521