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18 changes: 12 additions & 6 deletions Data-AIM/APBPConstants.ini
Original file line number Diff line number Diff line change
Expand Up @@ -6,14 +6,14 @@
; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points).
;
; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property.
; All other properties in the file will be adjusted dynamically ingame.
; Howevery you can override the default values and the game will use them.
; Changing all other AP values in the file MUST still be based on 100 AP system.
; The AP values will then be adjusted dynamically ingame.
;------------------------------------------------------------------------------------------------------------------------------

[APConstants]
;***********************************************************************
;* The maximum number of Action Points a merc may have. *
;* Should be 5x MAX_AP_CARRIED for game-balance purposes. *
;* Should be 5x MAX_AP_CARRIED for game-balance purposes. Range: 25-250*
;***********************************************************************
AP_MAXIMUM = 100

Expand Down Expand Up @@ -400,7 +400,7 @@ DEFAULT_APS = 80
DEFAULT_AIMSKILL = 80

;***********************************************************************
;* The APs needed build a fortification structure *
;* Fortification-centered AP costs
;***********************************************************************
AP_FORTIFICATION = 180
AP_REMOVE_FORTIFICATION = 150
Expand Down Expand Up @@ -453,8 +453,8 @@ AP_READFILE = 50
;***********************************************************************
;* The APs for drinking from a watertap *
;***********************************************************************

AP_WATERTAP = 20

;***********************************************************************
;* The APs buying soda from a vending machine *
;***********************************************************************
Expand All @@ -465,6 +465,11 @@ AP_SODAMACHINE = 30
;***********************************************************************
AP_CAMERA = 30

;***********************************************************************
;* The APs to take another merc's blood to fill a blood bag *
;***********************************************************************
AP_FILLBLOODBAG = 100

[BPConstants]
;***********************************************************************
;* Ratio of breath points to 1 energy (default = 100) *
Expand Down Expand Up @@ -543,4 +548,5 @@ BP_FORTIFICATION = 500
BP_REMOVE_FORTIFICATION = 250
BP_HANDCUFF = 50
BP_APPLYITEM = 50
BP_INVENTORY_ARM = 10
BP_INVENTORY_ARM = 10
BP_FILLBLOODBAG = 20
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45 changes: 26 additions & 19 deletions Data-AIM/CTHConstants.ini
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,14 @@ DEGREES_MAXIMUM_APERTURE = 5.0
; If TRUE the aperture will use a curve to grow slower over distance making iron sights
; more powerful over long distances.
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE
; If IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT is TRUE the following parameter defines
; how fast the aperture will grow. A lower value will make it grow slower thus making
; iron sights even more powerful.
; A value of 2.0 will make iron sights almost as powerful as a 2x scope whereas a value
; of 5.0 causes just a little change from the old behaviour.
; Values can go from 2.0 to 5.0
; The default is 3.0
IRON_SIGHTS_MAX_APERTURE_MODIFIER = 3.0

; The Range Coefficient works with the listed weapon range to determine the weapons
; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
Expand All @@ -91,11 +99,11 @@ RANGE_COEFFICIENT = 1.5
; The lower this coefficient, the faster will bullets change their trajectory
; towards the ground, hitting it sooner.
; Conversely, by increasing this value you can let bullets fly further beyond
; the max range of the gun. That will effectivelly let guns hit targets further
; the max range of the gun. That will effectively let guns hit targets further
; beyond their max range, though it is not a reliable way to hit any target.
GRAVITY_COEFFICIENT = 15.0

; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
; The Vertical Bias "flattens" the target aperture which restricts the vertical amount
; by which a bullet can travel. Vertical bias is ultimately based on stance where
; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
; a crouching target is midway between the two.
Expand Down Expand Up @@ -221,7 +229,7 @@ BASE_SHOOTING_UPWARDS = -15.0
BASE_INJURY = -30.0

;------------------------------------------------------------------------------------------------------------------------------
; These are the modifiers given for different levels of drunkness. Naturally,
; These are the modifiers given for different levels of drunkenness. Naturally,
; the more drunk you are, the more your CTH suffers.
;------------------------------------------------------------------------------------------------------------------------------

Expand Down Expand Up @@ -286,16 +294,6 @@ BASE_CROUCHING_STANCE = 3.0
BASE_PRONE_STANCE = 4.0
BASE_HEAVY_WEAPON = 2.0

;------------------------------------------------------------------------------------------------------------------------------
; These modifiers are applied based on game difficulty, and only affect
; the base CTH of ENEMY COMBATANTS.
;------------------------------------------------------------------------------------------------------------------------------

BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = -10.0
BASE_DIFFICULTY_EXPERT = 0.0
BASE_DIFFICULTY_INSANE = 10.0


[Aiming CTH]

Expand Down Expand Up @@ -362,11 +360,6 @@ AIM_TWO_GUNS = 4.0
AIM_ONE_HANDED = 2.5
AIM_HEAVY_WEAPON = 2.0

AIM_DIFFICULTY_NOVICE = -30.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 10.0
AIM_DIFFICULTY_INSANE = 20.0


[Shooting Mechanism]

Expand Down Expand Up @@ -405,6 +398,7 @@ RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
;------------------------------------------------------------------------------------------------------------------------------
; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
; to reach best offset improvement.
; RECOIL_COUNTER_INCREMENT_TRACER is not in use still (SVN rev. 8785)
;------------------------------------------------------------------------------------------------------------------------------

RECOIL_COUNTER_INCREMENT = 1
Expand Down Expand Up @@ -435,4 +429,17 @@ RANGE_EFFECTS_DEV = TRUE
;------------------------------------------------------------------------------
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.2
MAX_EFFECTIVE_RANGE_REDUCTION = 0.3
MAX_EFFECTIVE_USE_GRADIENT = FALSE
MAX_EFFECTIVE_USE_GRADIENT = FALSE

;------------------------------------------------------------------------------
; Experimental NCTH tweaks
;------------------------------------------------------------------------------

; limit max bullet deviation to improve suppression effectiveness
; max deviation limit depends on weapon range, recoil and shooting mode
LIMIT_MAX_DEVIATION = FALSE

; limit max vertical deviation so there will be less ground shots
; works for first bullet only
; when this option enabled, VERTICAL_BIAS option has no effect
LIMIT_GROUND_SHOTS = FALSE
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54 changes: 44 additions & 10 deletions Data-AIM/Item_Settings.ini
Original file line number Diff line number Diff line change
Expand Up @@ -286,6 +286,22 @@ RECOILX_SHOTGUN_MODIFIER = 1.0
RECOILY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************

;******************************************************************************************************************************
; Weapon Jam Damage Thresholds
;
; These values define the status threshold where a gun can take damage when it jams.
; The lower this value is the lower the status of the gun has to be before it will take damage during a gun jam.
; Valid values are 0 to 100.
JAM_DAMAGE_THRESHOLD_PISTOL = 25
JAM_DAMAGE_THRESHOLD_MP = 37
JAM_DAMAGE_THRESHOLD_SMG = 35
JAM_DAMAGE_THRESHOLD_RIFLE = 20
JAM_DAMAGE_THRESHOLD_SNIPER = 22
JAM_DAMAGE_THRESHOLD_AR = 32
JAM_DAMAGE_THRESHOLD_LMG = 30
JAM_DAMAGE_THRESHOLD_SHOTGUN = 15
;******************************************************************************************************************************

;******************************************************************************************************************************

[Armor Settings]
Expand All @@ -298,7 +314,7 @@ RECOILY_SHOTGUN_MODIFIER = 1.0
;******************************************************************************************************************************
; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only).
; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor.
; Default is 0.2
; Default for vests is 0.2, for pants it is 0.6
CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
;******************************************************************************************************************************
Expand All @@ -320,6 +336,15 @@ DAMAGE_HEALTH_EXPLOSIVE_MODIFIER = 1.0
DAMAGE_BREATH_EXPLOSIVE_MODIFIER = 1.0
;******************************************************************************************************************************

;******************************************************************************************************************************
; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius
; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit
; and the smaller will be the final radius.
; Valid values are from 0 to 30.
MISS_MAX_RADIUS_GRENADE = 5;
MISS_MAX_RADIUS_MORTAR = 10;
;******************************************************************************************************************************

;******************************************************************************************************************************
; The following modifiers are multiplied with the base explosive damage (<ubDamage>) but they apply ONLY to gas type explosives.
; When someone moves through a gas cloud without a gas mask he will receive the modified base damage each tile he moves.
Expand All @@ -329,22 +354,31 @@ DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER = 0.1
DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
;******************************************************************************************************************************

;******************************************************************************************************************************
; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius
; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit
; and the smaller will be the final radius.
; Valid values are from 0 to 30.
MISS_MAX_RADIUS_GRENADE = 3;
MISS_MAX_RADIUS_MORTAR = 8;

;******************************************************************************************************************************

[Energy Settings]
[Misc Settings]
;******************************************************************************************************************************
;
; Energy consumption settings for non-vanilla batteries.
; Modifiers for various item categories belong here.
;
;******************************************************************************************************************************

;******************************************************************************************************************************
; various energy costs for the radio set
ENERGY_COST_RADIOSET_ACTIVATE = 600.00
ENERGY_COST_RADIOSET_JAM = 100.00
ENERGY_COST_RADIOSET_SCAN = 45.00
ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00

;******************************************************************************************************************************
; 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 = 2.0
;******************************************************************************************************************************
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