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2. Added and updated some of the required files from HAM5. Others will be added when the code is ready. HAM5 XML changes have been included for use with the latest XML Editor code. These changes will be ignored by the game. 3. AttachmentClass changes by Flugente applied to xml file. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1383 4f8fa57e-7814-0410-bad4-adc449f26b7c
383 lines
18 KiB
INI
383 lines
18 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
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;******************************************************************************************************************************
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; These settings control the various parts of the new CTH and Shooting systems.
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; Most of these settings are used as multipliers for the various factors that
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; control CTH calculation and shooting accuracy.
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;
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; By raising or lowering a setting, you can influence the importance of a factor,
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; for example how Marksmanship affects the total Base CTH you can have, or how
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; bad it is to have wounds when trying to fire a gun.
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;
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; Other settings control the system more abstractly. For instance, you can control
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; how hard it is to shoot moving targets, or the maximum possible deviation
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; (inaccuracy) generated by guns.
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;
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; Each setting is accompanied by an explanation if possible. Make sure you know
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; what the setting does, and how high or low you can set the value, before
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; making any changes.
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; Also please note that some values are FLOATS, meaning they need a decimal
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; point behind them, even if that decimal point is followed by a 0. Other
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; values are INTEGERS, and do not accept a decimal point at all.
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;------------------------------------------------------------------------------------------------------------------------------
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[General]
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;------------------------------------------------------------------------------------------------------------------------------
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; These settings control the shooting mechanism as a whole. In other words,
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; changing these settings will affect every shooter under any conditions.
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; You can use these settings to make shooting more or less accurate as you
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; see fit.
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;------------------------------------------------------------------------------------------------------------------------------
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; This setting represents the longest distance at which Iron Sights are 100% effective.
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; Beyond this range, shooting accuracy begins to drop, and a scope will be required
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; to avoid that drop.
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; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
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; negate penalties for shooting at twice this distance. A 10x scope will
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; negate penalties for shooting at ten times this distance.
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; By decreasing this value, you can make all shots more accurate, and naturally
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; make scopes more powerful.
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; This value is an INTEGER, with a range of 10 to 1000. The distance is
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; measured in METERS, not tiles, so 100 means 10 tiles.
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NORMAL_SHOOTING_DISTANCE = 70
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; This is the maximum angle, to either side of the shooter, that a bullet may fly.
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; The CTH system works by shooting bullets randomly inside this angle. Increasing
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; your aim will make the angle smaller, thus making rounds more likely to hit the
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; target.
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;
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; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
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; be 100% on target, regardless of aiming.
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; Decreasing this value causes all shots to be more accurate.
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DEGREES_MAXIMUM_APERTURE = 15
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; The Range Coefficient works with the listed weapon range to determine the weapons
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; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
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; the ground.
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RANGE_COEFFICIENT = 1.1
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; The Gravity Coefficient determines how powerful gravity is once it kicks into
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; action - this happens when the bullet reaches the "maximum range" of the gun
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; that fired it.
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; The lower this coefficient, the faster will bullets change their trajectory
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; towards the ground, hitting it sooner.
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; Conversely, by increasing this value you can let bullets fly further beyond
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; the max range of the gun. That will effectivelly let guns hit targets further
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; beyond their max range, though it is not a reliable way to hit any target.
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GRAVITY_COEFFICIENT = 4.0
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; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
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; by which a bullet can travel. Vertical bias is ultimately based on stance where
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; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
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; a crouching target is midway between the two.
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VERTICAL_BIAS = 0.5
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; The Scope Range Multiplier is applied against a scopes magnification to determine
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; the scopes minimum effective range. Sniper and Hunter training has a slight effect
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; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
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; this multiplier, the less effective scopes become.
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SCOPE_RANGE_MULTIPLIER = 1.0
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; The Side Facing Divisor is applied against the shooting offsets when a target is
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; facing directly perpendicular (i.e., East or West when shooter faces North or South)
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; to the shooter. This is to account for a visual error in the NCTH system. The
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; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
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; to hit a target from the side as from head on, just set this value to 1.0
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SIDE_FACING_DIVISOR = 2.0
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; This is the basic chance PER SHOT to lose 1 point of weapon condition with each
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; bullet fired. The formula for this chance is 1 in BASE_DEPRECIATE_CHANCE, so higher
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; values result in slower degradation.
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; The default value for OCTH is 15, but NCTH requires a **much** higher
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; expenditure of bullets, resulting in severely-reduced weapon condition after every
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; battle. Therefore, the default for NCTH is currently 150.
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; Valid range is 0-10000.
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BASIC_RELIABILITY_ODDS = 45
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[Base CTH]
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;------------------------------------------------------------------------------------------------------------------------------
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; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
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; The basic value is determined by skills, and later the modifiers reduce or
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; increase it appropriately. Characters with low skills, or with bad factors
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; affecting their performance, will receive bad base CTH.
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; The maximum amount of Base CTH you can have is 33 points. This is only
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; achievable by super-mercs in excellent conditions.
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; These settings determine the importance of each character skill in calculating
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; your Base CTH. By default, Experience is 3 times more important than the other
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; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
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; each multiplied by the appropriate value from these, and then divided by the
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; sum of all these four values.
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;
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; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
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; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
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; set all four values to 0, unless you want to see lots of crashes.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_EXP = 3.0
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BASE_MARKS = 1.0
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BASE_WIS = 1.0
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BASE_DEX = 1.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These settings control the effect that various factors have on the shooter's
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; Base CTH. By increasing a value, you can increase that factor's importance
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; on raising or lowering Base CTH.
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;
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; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
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; to the positive/negative and read the explanations carefully. Some factors are
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; better when HIGHER, others better when LOWER.
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;
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; After calculating Base CTH from skills (see above), the factors governing it
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; (below) are all pooled together into one penalty value. That penalty value is
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; then used as a percentage to increase or decrease your Base CTH. In other words,
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; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
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; to 20.0, you'll gain 20% extra base CTH.
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;------------------------------------------------------------------------------------------------------------------------------
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; This is a modifier given per each morale point below 50.
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BASE_LOW_MORALE = -1.0
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; This modifier is given per each morale point above 50.
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BASE_HIGH_MORALE = 2.0
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; This modifier is given to any character with the "PSYCHO" trait.
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BASE_PSYCHO = -3.0
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; This is the modifier given when shooting one "cube" upwards. A cube is
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; 1/3 of a tile high. This takes into account both stance and level. For
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; example, a standing merc shooting at the legs of a target on the roof
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; gets 1*this modifier. A prone merc on ground level shooting at the
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; head of a target on ground level gets 2*this modifier.
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;
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; The shooting upwards modifier is then divided by the range to the target
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; (in tiles). In other words, at a range of 2 tiles the modifier is
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; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
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; This means that the further the target is, the less relevant the upwards
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; angle is.
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BASE_SHOOTING_UPWARDS = -15.0
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; This is the MAXIMUM modifier given to a shooter when injured. To get this
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; much, the shooter must be dead (0% health...). It's linear,
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; so at 50% health the shooter gets exactly half the penalty.
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; Note that "Bandaged" damage counts as half as much as bleeding damage.
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; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
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BASE_INJURY = -30.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These are the modifiers given for different levels of drunkness. Naturally,
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; the more drunk you are, the more your CTH suffers.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_DRUNK_TIPSY = -5.0
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BASE_DRUNK = -20.0
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BASE_DRUNK_WASTED = -50.0
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BASE_DRUNK_HUNGOVER = -10.0
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; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
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; It's linear, so at 50% breath you get half the modifier.
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BASE_FATIGUE = -15.0
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; This modifier is applied when shooting at the same target again. If the target
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; has moved between shots, or the shooter does anything but shoot at the target,
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; the modifier is lost.
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BASE_SAME_TARGET = 5.0
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; This is the modifier given when the shooter is in a cloud of gas and does
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; not have a gas mask on.
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BASE_GASSED = -15.0
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; This modifier is applied when the shooter is being bandaged by someone else.
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BASE_BEING_BANDAGED = -5.0
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; This is the MAXIMUM modifier given when the target reaches the maximum number
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; of Suppression Shock points, which by default would be 30. It's linear, so at
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; 15 shock points you get half the penalty.
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; Note that characters with high experience stop accumulating shock much earlier,
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; and so are much less subject to this modifier than other characters.
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BASE_SHOCK = -150.0
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; This modifier is applied if the target has exceptional agility or experience level.
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BASE_AGILE_TARGET = -5.0
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; This modifier is applied if the shooter can't see the target. This happens
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; when shooting at a target spotted by someone else.
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BASE_TARGET_INVISIBLE = -100.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These modifiers work very differently from the others. The are related to a
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; concept called Gun Handling, which is still being adjusted. Basically,
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; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
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; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
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; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
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; have very low Gun Handling values.
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;
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; BASE_DRAW_COST is applied per each Gun Handling point.
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;
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; The other values act as multipliers applied directly to the Gun Handling
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; value. For example, by default a pistol fired with one hand (other hand
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; full or holding another pistol) gets its Gun Handling value doubled.
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;
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; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
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; The higher they are, the greater their effect.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_DRAW_COST = 2.0
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BASE_TWO_GUNS = 5.0
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BASE_ONE_HANDED = 2.5
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BASE_STANDING_STANCE = 2.0
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BASE_CROUCHING_STANCE = 3.0
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BASE_PRONE_STANCE = 4.0
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BASE_HEAVY_WEAPON = 2.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These modifiers are applied based on game difficulty, and only affect
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; the base CTH of ENEMY COMBATANTS.
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;------------------------------------------------------------------------------------------------------------------------------
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BASE_DIFFICULTY_NOVICE = -30.0
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BASE_DIFFICULTY_EXPERIENCED = 0.0
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BASE_DIFFICULTY_EXPERT = 20.0
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BASE_DIFFICULTY_INSANE = 50.0
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[Aiming CTH]
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;------------------------------------------------------------------------------------------------------------------------------
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; Aiming CTH is the amount of CTH you get for adding extra aiming to your
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; shot, by paying extra APs.
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;
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; First, the game calculates the maximum CTH our shooter can have, using
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; the shooter's skills as a guide. This is called the CTH cap, and the shooter
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; can NEVER have more CTH than this cap, ever.
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;
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; The program then subtracts the Base CTH value from the CTH Cap, coming up
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; with a number called the Maximum Aiming Bonus. At peak condition, and with
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; the maximum number of aiming levels applied, the shooter will reach his
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; CTH Cap, meaning he will be as accurate as he can be.
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;
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; Note that for each AP you spend on aiming, you only get PART of the Maximum
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; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
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; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
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; of the total bonus, but that little bit can sometimes be crucial.
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;------------------------------------------------------------------------------------------------------------------------------
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AIM_EXP = 1.0
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AIM_MARKS = 3.0
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AIM_WIS = 1.0
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AIM_DEX = 2.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This value is multiplied against 1/2 the scopes mag factor to determine the
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; actual penalty applied. Setting it too low will make it impossible to use
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; scopes within effective range
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;------------------------------------------------------------------------------------------------------------------------------
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AIM_TOO_CLOSE_SCOPE = -4.0
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AIM_GUN_CONDITION = -2.0
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AIM_LOW_MORALE = -2.0
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AIM_HIGH_MORALE = 1.0
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AIM_PSYCHO = -5.0
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AIM_VISIBILITY = -1.0
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AIM_SHOOTING_UPWARDS = -20.0
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AIM_INJURY = -60.0
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AIM_DRUNK_TIPSY = -10.0
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AIM_DRUNK = -40.0
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AIM_DRUNK_WASTED = -90.0
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AIM_DRUNK_HUNGOVER = -15.0
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AIM_FATIGUE = -40.0
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AIM_GASSED = -80.0
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AIM_BEING_BANDAGED = -20.0
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AIM_SHOCK = -150.0
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AIM_TARGET_INVISIBLE = -50.0
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AIM_SNIPER_SKILL = 25.0
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AIM_DRAW_COST = 0.5
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AIM_STANDING_STANCE = 1.5
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AIM_CROUCHING_STANCE = 1.25
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AIM_PRONE_STANCE = 1.0
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AIM_TWO_GUNS = 4.0
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AIM_ONE_HANDED = 2.5
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AIM_HEAVY_WEAPON = 2.0
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AIM_DIFFICULTY_NOVICE = -30.0
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AIM_DIFFICULTY_EXPERIENCED = 0.0
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AIM_DIFFICULTY_EXPERT = 20.0
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AIM_DIFFICULTY_INSANE = 50.0
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[Shooting Mechanism]
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MOVEMENT_MRK = 3.0
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MOVEMENT_WIS = 2.0
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MOVEMENT_DEX = 1.0
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MOVEMENT_EXP_LEVEL = 2.0
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MOVEMENT_TRACKING_DIFFICULTY = 40
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MOVEMENT_PENALTY_PER_TILE = 1.0
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PRE_RECOIL_WIS = 2.0
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PRE_RECOIL_EXP_LEVEL = 3.0
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PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0
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RECOIL_MAX_COUNTER_STR = 3.0
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RECOIL_MAX_COUNTER_AGI = 1.0
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RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0
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RECOIL_MAX_COUNTER_FORCE = 10.0
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RECOIL_MAX_COUNTER_CROUCH = 10.0
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RECOIL_MAX_COUNTER_PRONE = 25.0
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RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2
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RECOIL_COUNTER_ACCURACY_DEX = 3.0
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RECOIL_COUNTER_ACCURACY_WIS = 1.0
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RECOIL_COUNTER_ACCURACY_AGI = 1.0
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RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0
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RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
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RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
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RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0
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RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0
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RECOIL_COUNTER_FREQUENCY_AGI = 3.0
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RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
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RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
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;------------------------------------------------------------------------------------------------------------------------------
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; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
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; to reach best offset improvement.
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;------------------------------------------------------------------------------------------------------------------------------
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RECOIL_COUNTER_INCREMENT = 1
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RECOIL_COUNTER_INCREMENT_TRACER = 25
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;------------------------------------------------------------------------------------------------------------------------------
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; This value determines the distance ratio for recoil. Higher values result in
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; less overall recoil movement at longer ranges.
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; This value is an INTEGER, with a range of 10 to 1000. The distance is
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; measured in METERS, not tiles, so 100 means 10 tiles.
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;------------------------------------------------------------------------------------------------------------------------------
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NORMAL_RECOIL_DISTANCE = 70
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MAX_BULLET_DEV = 5.0
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RANGE_EFFECTS_DEV = TRUE
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;------------------------------------------------------------------------------
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; MAX_EFFECTIVE_RANGE_MULTIPLIER
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; Maximum effective range of Gun that AI will still attempt to shoot
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; Default: 1.1 which equates to 110% of the gun's effective range
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; MAX_EFFECTIVE_RANGE_REDUCTION
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; Maximum reduction of chance to hit when exceeding effective range
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; Default: 0.5 which equates to 50% reduction
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; MAX_EFFECTIVE_USE_GRADIENT
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; Whether to apply the reduction as a flat reduction or as gradient
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; Default: FALSE which is flat reduction when exceeding range
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;------------------------------------------------------------------------------
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MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1
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MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
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MAX_EFFECTIVE_USE_GRADIENT = FALSE |