; ; ; ***** *** * * ***** *** ; ; * * * * * * * * ; ; * *** * * * * *** ; ; * * * ***** * * * ; ; * * * * * * * *** ; ; ; ;*********************************; [Generic Traits Settings] ;****************************************************************************************************************************** ; !IMPORTANT! - all following settings only work in games, where "New Trait System" was chosen. ;------------------------------------------------------------------------------------------------------------------------------ ;****************************************************************************************************************************** ; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.) ; Values from 2 to 30 are allowed. ; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1. ; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1. ;------------------------------------------------------------------------------------------------------------------------------ MAX_NUMBER_OF_TRAITS = 10 ; Number if Skill Traits available when creating IMP. MAX_NUMBER_OF_TRAITS_FOR_IMP = 3 ; Number of Major Trait slots allowed for player mercs. ; Values from 2 to 20 are allowed. NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5 ; Number of Major Trait slots allowed when creating IMP. ; Values from 2 to 20 are allowed. NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2 ; Do traits set minimum attributes when selected? SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE ;****************************************************************************************************************************** ; The following modifiers simply affects relevant weapons CtH (or dodging) ; keep in mind that all of this can be compensated through skill traits ;------------------------------------------------------------------------------------------------------------------------------ ASSAULT_RIFLES_CTH_MODIFIER = -5 SNIPER_RIFLES_CTH_MODIFIER = -10 RIFLES_CTH_MODIFIER = -5 SMGS_CTH_MODIFIER = -5 LMGS_CTH_MODIFIER = -10 SHOTGUNS_CTH_MODIFIER = -5 PISTOLS_CTH_MODIFIER = -5 MACHINE_PISTOLS_CTH_MODIFIER = -5 ROCKET_LAUNCHERS_CTH_MODIFIER = -25 GRENADE_LAUNCHERS_CTH_MODIFIER = -25 MORTAR_CTH_MODIFIER = -60 THROWING_KNIVES_CTH_MODIFIER = -15 THROWING_GRENADES_CTH_MODIFIER = -10 HTH_ATTACK_CTH_MODIFIER = -15 CHANCE_TO_DODGE_HTH_MODIFIER = -10 KNIFE_ATTACK_CTH_MODIFIER = -10 CHANCE_TO_DODGE_KNIFE_MODIFIER = -10 ;****************************************************************************************************************************** ; basic modifier to robot's CtH (technicians can compensate this) ;------------------------------------------------------------------------------------------------------------------------------ ROBOT_CTH_MODIFIER = -10 ;****************************************************************************************************************************** ; CtH penalty to both shots if firing two weapons ;------------------------------------------------------------------------------------------------------------------------------ DUAL_SHOT_CTH_PENALTY = 25 ;****************************************************************************************************************************** ; The following affects how much stamina is lost for relevant close combat attacks ; (zero is normal, minus means less breath lost than normal), keep in mind that ; martial arts can compensate this ;------------------------------------------------------------------------------------------------------------------------------ PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER = -10 PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER = -25 PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER = -20 ;****************************************************************************************************************************** ; this controls how many APs the aimed punches or knife-stabs cost ; The modifier presents a number multiplied by basic aim-click AP cost (usually 4) added ; to the original punch/stab APs. ; So "3" set here means +12 APs on top of basic punch/stab APs. ;------------------------------------------------------------------------------------------------------------------------------ MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS = 3 MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS = 3 ;****************************************************************************************************************************** ; decreases/increases effectiveness of certain assignments (compensated by some traits) ; negative value makes the assignment harder and vice versa ;------------------------------------------------------------------------------------------------------------------------------ DOCTORING_SPEED_MODIFIER = -25 BANDAGING_SPEED_MODIFIER = -25 REPAIRING_SPEED_MODIFIER = -25 TRAIN_MILITIA_MODIFIER = -10 TEACHING_OTHERS_MODIFIER = -15 LOCKPICKING_CHECK_MODIFIER = -10 ;****************************************************************************************************************************** ; Modifiers for certain skill checks, negative values make the check harder ;------------------------------------------------------------------------------------------------------------------------------ ATTACHING_DETONATORS_CHECK_MODIFIER = -15 SET_EXPLOSIVES_CHECK_MODIFIER = -15 DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER = -15 DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER = -15 ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER = -15 ;****************************************************************************************************************************** ; Damage resistance of tanks can be changed here, zero means normal, it is set to 40 by default ; to make Heavy Weapons trait more useful ;------------------------------------------------------------------------------------------------------------------------------ TANKS_DAMAGE_RESISTANCE_MODIFIER = 40 ;****************************************************************************************************************************** ; This is the minimum damage a soldier can receive for stat loss to occur. ; The chance to loose any stat is also measured by this. ; Normally this was 30, we set it to half by default in STOMP, because we can repair stats now with doctor trait ;------------------------------------------------------------------------------------------------------------------------------ DAMAGE_NEEDED_TO_LOSE_STATS = 15 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Auto Weapons] ; Percentage APs reduction needed to fire LMGs on burst or autofire modes FIRING_SPEED_BONUS_LMGS = 10 ; CtH bonuses for specialization BONUS_CTH_ASSAULT_RIFLES = 5 BONUS_CTH_SMGS = 5 BONUS_CTH_LMGS = 5 ; Percentage reduction of auto fire penalty AUTOFIRE_PENALTY_REDUCTION = 30 ; Increased autofire control ; (in Ja2 1.13 this was 2, but better keep it around 4) UNWANTED_BULLETS_REDUCTION = 5 ; Percentage reduction for APs needed to ready/raise LMGs PERCENT_AP_READY_LMG_REDUCTION = 10 ; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Heavy Weapons] ; Increased speed by percentage when firing GRENADE_LAUNCHERS_FIRE_AP_REDUCTION = 20 ROCKET_LAUNCHERS_FIRE_AP_REDUCTION = 20 ; CtH bonuses BONUS_CTH_GRENADE_LAUNCHERS = 25 BONUS_CTH_ROCKET_LAUNCHERS = 25 ; Percentage APs reduction needed to fire mortar MORTAR_FIRE_AP_REDUCTION = 10 ; Mortar CtH penalty percentage adjustment MORTAR_CTH_PENALTY_REDUCTION = 50 ; Damage to tanks increased by percentage DAMAGE_TO_TANKS_PERCENT_BONUS = 30 ; General damage except tanks increased by percentage HW_DAMAGE_PERCENT_BONUS = 15 ; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Sniper] ; CtH bonus for specialization BONUS_CTH_RIFLES = 5 BONUS_CTH_SNIPER_RIFLES = 10 ; Reduced effective range to target for aim calculations EFFECTIVE_RANGE_TO_TARGET_REDUCTION = 5 ; Bonus to CtH per click for rifles AIMING_BONUS_PER_CLICK_RIFLES = 10 ; These two determines damage bonus beyond certain number of clicks. The second value means ; from which click included the damage bonus applies, can be also set to zero meaning you gain ; the bonus even without aiming GUN_DAMAGE_BONUS_PER_CLICK = 5 GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 3 ; Percentage bonus to speed when chambering new round in bolt action rifles CHAMBER_ROUND_APS_REDUCTION = 25 ; Bonus aim clicks for rifles (you should keep dynamic aiming ; ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1 ; The 'Focus' skill allows a merc to pay special attention to an area in their view ; While focus is active, they have an improved interrupt chance against all targets in that area, ; but drastically lowered interrupt chance against all targets outside. ; Only works if center of area is in view and a gun is aimed. ; Focus can be activated by calling the skill menu in tactical with '$' and then selecting 'Various' and then 'Focus'. ; The radius of the area depends on how close the merc is, the area increases with distance. ; Base radius of focus area for range 20. FOCUS_SKILL_RADIUS = 5 ; bonus to interrupt (penalty outside of area is twice this) FOCUS_SKILL_INTERRUPT_BONUS = 4 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Ranger] ; CtH bonus for specialization BONUS_CTH_RIFLES = 5 BONUS_CTH_SHOTGUNS = 10 ; Percentage APs reduction needed to pump shotguns PUMP_SHOTGUNS_APS_REDUCTION = 25 ; Percentage APs reduction to fire shotguns FIRING_SPEED_BONUS_SHOTGUNS = 10 ; This option increases possible aiming clicks for shotguns (you should keep dynamic aiming ; restriction ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1 ; Percentage range bonus for shotguns EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10 ; Percentage reload speed bonus for loading single shells in shotguns RELOAD_SPEED_SHOTGUNS_MANUAL = 15 ; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Gunslinger] ; CtH bonus for specialization BONUS_CTH_PISTOLS = 10 BONUS_CTH_MACHINE_PISTOLS = 5 ; If this is true, the above bonus to CtH for machine pistols only applies on single shots CTH_MP_EXCLUDE_AUTOFIRE = TRUE ; Bonus to CtH per click with pistols and machine pistols AIMING_BONUS_PER_CLICK_HANDGUNS = 5 ; Percentage APs reduction to fire pistols and revolvers ; You should consider that "15" means that expert gunslinger has the same bonus to firing ; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount ; reflex sights, this gives them at least some compensation FIRING_SPEED_BONUS_PISTOLS = 15 ; Percentage bonus to pistols range ; (Well, this bonus can look weird, I know..) EFFECTIVE_RANGE_BONUS_PISTOLS = 10 ; Percentage APs reduction needed to ready/raise pistols and revolvers PERCENT_AP_READY_PISTOLS_REDUCTION = 15 ; Percentage APs reduction needed to reload pistols and such RELOAD_SPEED_HANDGUNS_BONUS = 25 ; This option increases possible aiming clicks for handguns (you should keep dynamic aiming ; restriction ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1 ; If set to true, revolvers (or any other gun with the -tag set in Weapons.xml) can access their hidden burst mode if ; - we have this trait ; - we use this gun with both hands ; - we are in hipfire mode (USE_SCOPE_MODES = TRUE in JA2_Options.ini, visible by the 'eye' icon over our gun) CAN_FAN_THE_HAMMER = TRUE ; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Martial Arts] ; Percentage APs reduction needed for a HtH attack. ; Doesn't work if you have weapon in your hands such as nunchaku/baton. Only brass knuckles ; are allowed for this. PUNCH_APS_REDUCTION = 15 ; CtH bonus for specialization with bare hands BONUS_CTH_BARE_HANDS = 30 ; CtH bonus for specialization with brass knuckles BONUS_CTH_KNUCKLES = 25 ; Percent bonus to HtH damage BONUS_HTH_DAMAGE = 30 ; Percentage bonus to target's energy loss due to your HtH attacks BONUS_HTH_BREATH_DAMAGE = 15 ; This option controls how long it takes the enemy before they start to regain their lost energy ; when hit by your martial artist. "100" means they are knocked out and the enemy can stay down even 12 ; turns before getting up. LOST_BREATH_REGAIN_PENALTY = 100 ; Percentage bonus to damage dealt with aimed punches or spinning kicks ; aimed punches already has +50% bonus, so this is on top of it (+100% with one level of trait, +150% with two) AIMED_PUNCH_DAMAGE_BONUS = 50 ; CtH bonus with aimed punches or spinning kicks. ; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that ; for martial artists here as you like. (I would prefer to make it slightly lesser accurate to ; compensate the huge damage it deals.) AIMED_PUNCH_CTH_MODIFIER = 0 ; Bonus chance to dodge HtH attacks no matter what you're carrying in your hands BONUS_CHANCE_TO_DODGE_HTH = 30 ; Extra chance to dodge if bare handed ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS = 5 ; Extra chance to dodge if wielding brass knuckles ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES = 0 ; Extra chance to dodge blades and blunt melee weapons BONUS_CHANCE_TO_DODGE_MELEE = 20 ; Percentage APs reduction when grabbing enemy weapons from their hands APS_TO_STEAL_WEAPON_REDUCTION = 25 ; Percentage APs reduction needed to crouch, go prone, and stand up APS_CHANGE_STANCE_REDUCTION = 25 ; Percentage APs reduction needed to turn around APS_TURN_AROUND_REDUCTION = 25 ; Percentage APs reduction needed to climb on/off roofs and jump fences APS_CLIMB_OR_JUMP_REDUCTION = 25 ; Reduced chance to be interrupted by enemies when charging towards them (in their direction) ; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding ; nothing or a blade in his hands REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40 ; Extra chance to knock open doors CHANCE_KICK_DOORS_BONUS = 25 ; If set to true, you may gain fancy martial arts animations only if chosen "Martial Arts" as both major traits PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Squadleader] ; Determines the proximity mercs have to be in order to receive bonuses from the squadleader (in tiles) BONUSES_RADIUS_NORMAL = 10 ; If both squadleader and the soldier wear extended ears(or similar devices), the proximity is increased to this value tiles BONUSES_RADIUS_EXTENDED_EAR = 20 ; Max number of active bonuses from squadleaders/deputies for a single soldier MAX_STACKABLE_BONUSES = 3 ; Percentage bonus for mercs' max APS in squadleader's vicinity BONUS_APS_PERCENT_IN_RADIUS = 5 ; Bonus to XP level for mercs in squadleader's vicinity EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1 ; Effective level value of squadleader is increased by this value when acting as "psychic support" for suppression tolerance of nearby soldiers ; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini) EFFECTIVE_LEVEL_AS_STANDBY = 1 ; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only) TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20 ; Bonus to suppression tolerance for the squadleader and teammates in his vicinity OVERALL_SUPRESSION_BONUS_PERCENT = 20 ; Bonus to morale gain for mercs in vicinity MORALE_GAIN_BONUS = 1 ; Morale goes down slower if squadleader is in vicinity MORALE_LOSS_REDUCTION = 1 ; Squadleader's resistance to fear percentage SL_FEAR_RESISTANCE = 50 ; Multiplier effecting morale loss in case of squadleader's death SL_DEATH_MORALE_LOSS_MULTIPLIER = 1 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Technician] ; Percentage bonus to repair speed REPAIR_SPEED_BONUS_PERCENT = 25 ; Percentage bonus to lockpicking including electronic locks LOCKPICKING_BONUS = 30 ; Percentage bonus to disarming electronic traps DISARMING_ELECTRONIC_TRAPS_BONUS = 40 ; Percentage bonus to attaching and merging items COMBINING_ITEMS_BONUS = 40 ; Percentage bonus to unjamming weapons UNJAMMING_GUN_BONUS = 20 ; Penalty to repair speed of electronics is reduced by this percentage REPAIR_ELECTRONICS_PENALTY_REDUCTION = 50 ; Increases the chance to find hidden traps and mines EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS = 2 ; Bonus CtH when controlling the robot ROBOT_CTH_BONUS = 10 ; Repairing speed of the robot is penalized, but this number reduces percentually this penalty REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33 ; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only) NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1 ; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold. ; Local weaponsmiths can restore this up to 100% during repair. ; If set to TRUE, mercs with this trait can also do this. MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE ; Technician level required to do ADVANCED_REPAIR. TECH_LEVEL_NEEDED_FOR_ADVANCED_REPAIR = 1 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Doctor] ; How many doctor traits are needed to be able to perform surgery. ; Value can be 0, 1 or 2 : ; 0 - Everyone can do a surgery, but can only heal BASE_PERCENT_SURGERY_HEAL percent of lost health ; 1 - Only Paramedics and doctors can perform the surgery ; 2 - Only Doctors can perform the surgery NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1 ; How many life can be restored by surgery from every wound is based on these two values. ; The percent health healable is : ( base_percent_surgery_heal + * ontop_percent_surgery_heal_per_trait ) BASE_PERCENT_SURGERY_HEAL = 10 ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20 ; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15 ; Determines the percentage of medical supplies are used for surgery MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100 ; Pacients stamina points lost per percents of life point healed MAX_ENERGY_LOSS_FOR_LIFE_HEALED = 100 ; The speed rateof stat repairing is : ( repair_stats_rate_basic + * repair_stats_rate_ontop ) ; (With values 20 and 40, this means that paramedic has a rate of 60, Doctor a rate of 100.) REPAIR_STATS_RATE_BASIC = 20 REPAIR_STATS_RATE_ONTOP = 40 ; Percentage reduction of repairing lost stats speed if healing health at the same time REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING = 50 ; Percentage reduction of healing health speed if repairing lost stats at the same time HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS = 50 ; Display message about regaining stats SHOW_MESSAGE_ABOUT_STATS_REGAINED = TRUE ; Percentage bonus to doctor assignment effectiveness DOCTOR_ASSIGNMENT_BONUS_PERCENT = 25 ; Percentage bonus to bandaging speed BANDAGING_SPEED_PERCENT = 30 ; Percentage bonus to natural regeneration speed for other mercs in the same sector NATURAL_REGENERATION_IN_SECTOR_BONUS = 10 ; Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs MAX_NATURAL_REGEN_BONUSES = 4 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Ambidextrous] ; CtH penalty when shooting while a second items is equipped is reduced by this many percents PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100 ; Percentage bonus to reload speed for all magazine weapons RELOAD_SPEED_WITH_MAGAZINE_BONUS = 20 ; Percentage bonus to reload speed for all loose rounds weapons RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 33 ; Percentage bonus to item pickup speed PICK_ITEM_AP_REDUCTION = 33 ; Percentage bonus to speed when using a backpack WORK_BACKPACK_AP_REDUCTION = 33 ; Percentage bonus to speed when handling doors HANDLE_DOORS_AP_REDUCTION = 33 ; Percentage bonus to speed when using bombs HANDLE_BOMBS_AP_REDUCTION = 33 ; Percentage bonus to speed when merging items ATTACH_ITEMS_AP_REDUCTION = 33 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Melee] ; Percentage bonus to speed when using blades BLADE_ATTACK_APS_REDUCTION = 20 ; CtH bonus when using blades CTH_BLADES_BONUS = 35 ; CtH bonus when using blunt weapons (except brass knuckles) CTH_BLUNT_WEAPONS_BONUS = 25 ; Percentage bonus to damage when using all blades DAMAGE_BONUS_BLADES = 30 ; Percentage bonus to damage when using blunt weapons (except brass knuckles) DAMAGE_BONUS_BLUNT_WEAPONS = 30 ; Percentage bonus to damage when using an aimed attack in melee AIMED_MELEE_ATTACK_DAMAGE_BONUS = 50 ; Percentage bonus to dodge a blade attack BONUS_CHANCE_TO_DODGE_BLADES = 30 ; Extra Percentage bonus to dodge a blade attack if wielding a blade ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE = 20 ; Percentage bonus to dodge a blunt weapon attack BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS = 20 ; Extra Percentage bonus to dodge a blunt weapon attack if wielding a blade ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE = 10 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Throwing] ; Percentage bonus to speed when throwing blades THROW_BLADE_APS_REDUCTION = 20 ; Percentage bonus to max range when throwing blades TH_BLADES_RANGE_BONUS = 15 ; CtH bonus when throwing blades TH_BLADES_CTH_BONUS = 25 ; CtH bonus per aim click TH_BLADES_CTH_BONUS_PER_AIM_CLICK = 5 ; Percentage bonus to damage when throwing blades TH_BLADES_DAMAGE_BONUS = 15 ; Percentage bonus to damage per aim click when throwing blades TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK = 10 ; Percentage bonus to inflict a critical hit when throwing blades if not detected by enemy TH_BLADES_SILENT_CRITICAL_HIT_CHANCE = 20 ; Critical hit damage multiplier bonus SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1 ; Bonus aim clicks when throwing knives POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1 ; Bonus CtH when throwing grenades CTH_WHEN_THROWING_GRENADES = 30 ; Percentage APs reduction when throwing grenades APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25 ; Percentage bonus to max range when throwing grenades MAX_RANGE_TO_THROW_GRENADES = 20 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Night Ops] ; Bonus to sight range in dark SIGHT_RANGE_BONUS_IN_DARK = 1 ; General bonus to hearing range (everytime) BASIC_HEARING_RANGE_BONUS = 1 ; Added hearing range bonus when on dark places ONTOP_HEARING_RANGE_BONUS_IN_DARK = 2 ;Increased chance to get interrupts during night time INTERRUPTS_BONUS_IN_DARK = 2 ;Stamina burn decreased NEED_FOR_SLEEP_REDUCTION = 3 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Stealthy] ; The amount of APs added for sneaking is reduced by this percentage STEALTH_MODE_SPEED_BONUS = 50 ; Percentage bonus to move silently BONUS_TO_MOVE_STEALTHILY = 40 ; Percentage bonus to overall stealth, which gives better cover. STEALTH_BONUS = 25 ; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System) REDUCED_CHANCE_TO_BE_INTERRUPTED = 20 ; Cover penalty for moving is reduced by this value percentually CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Athletics] ; Percentage bonus when moving APS_NEED_FOR_MOVEMENT_REDUCTION = 25 ; Percentage bonus to stamina burn when moving BPS_SPENT_FOR_MOVEMENT_REDUCTION = 33 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Bodybuilding] ; Percentage bonus to damage resistance DAMAGE_RESISTANCE = 25 ; Percentage bonus to max carrying weight capacity CARRY_WEIGHT_BONUS = 30 ; Percentage reduction of stamina loss when hit by HtH attack BREATH_LOSS_FOR_HTH_HIT_REDUCTION = 50 ; Percentage bonus to knock down resistance if hit in legs INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Demolitions] ; Percentage bonus to damage inflicted by bombs and mines DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25 ; Percentage bonus to attaching detonators to bombs ATTACH_DETONATOR_CHECK_BONUS = 50 ; Percentage bonus when planting bombs and mines PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS = 50 ; Makes bombs and mines harder to detect by enemies PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS = 5 ; Increased chance of using shaped charge successfully SHAPED_CHARGE_DAMAGE_MULTIPLIER = 3 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Teaching] ; Percentage bonus to speed when training militia BONUS_TO_TRAIN_MILITIA = 40 ; Percentage bonus to leadership when determining effectiveness EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING = 40 ; Percentage bonus to speed when teaching other mercs BONUS_TO_TEACH_OTHER_MERCS = 40 ; Bonus points to skill when teaching said skill EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS = 25 ; Percentage bonus to speed when practicing self. BONUS_ON_PRACTISING = 25 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Scouting] ; Bonus to sight range when using stand alone scopes or binoculars SIGHT_RANGE_INCREASED_WITH_BINOCULARS = 40 ; Bonus to sight range with scopes attached to weapons SIGHT_RANGE_INCREASED_WITH_SCOPES = 10 ; Percentage reduction to tunnel vision when using binoculars or stand alone scopes TUNNEL_VISION_REDUCED_WITH_BINOCULARS = 20 ; Ability to detect enemy presence in adjacent sectors CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE ; Ability to determine exact enemy numbers in adjacent sectors CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = TRUE ; Ability to detect enemy presence in sectors adjacent diagonally ALLOW_DETECTION_IN_DIAGONAL_SECTORS = FALSE ; Ability to prevent enemy ambushes PREVENTS_ENEMY_AMBUSHES = TRUE ; Ability to prevent bloodcat ambushes PREVENTS_BLOODCATS_AMBUSHES = TRUE ; Display message if an ambush has been prevented SHOW_MESSAGE_IF_AMBUSH_PREVENTED = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Covert Ops] ; Bonus to cth with covert melee weapons COVERT_MELEE_CTH_BONUS = 40 ; Bonus chance to perform instakill with covert melee weapons COVERT_MELEE_INSTAKILL_BONUS = 35 ; AP reduction for disguise action in percent COVERT_DISGUISE_PERCENT_AP_REDUCTION = 20 ; if an enemy gets closer than this, he will inspect your equipment much more thorough COVERT_CLOSE_DETECTION_RANGE = 10 ; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5 ; elites can uncover a spy if disguised as an admin or regular soldier ; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier ; this works if they see the spy, their level exceeds the spies level + covert trait level, ; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles COVERT_ELITES_UNCOVER_RADIUS = 6 ; if set to TRUE, disguises will blow if you are bleeding and close to the enemy COVERT_DETECTEDIFBLEEDING = FALSE ; THIS SETTING HAS BEEN DEACTIVATED UNTIL FURTHER NOTICE ; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform ; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform, ; and redisguise automatically after 3 turns not seen by the enemy ; COVERT_STRIPIFUNCOVERED = FALSE ; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later. COVERT_TURNCOATS = TRUE ; if set to TRUE, activating all turncoats within a sector requires a radio operator COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE ; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0. COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0 ; if set to TRUE, turncoats automatically activate in autoresolve battles COVERT_TURNCOATS_ACTIVATE_IN_AUTORESOLVE = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Radio Operator] ; artillery skill can be used (works for all teams) RADIO_OPERATOR_ARTILLERY = TRUE ; incoming artillery shells don't land in a massive barrage, but over several turns. If you use this, it is necessary that you ; increase of the signal smoke in Explosives.xml. Otherwise your own artillery will target the operator once the ; smoke runs out! RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS = FALSE ; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120 ; AI artillery: number of mortars is number of soldiers divided by this RADIO_OPERATOR_MORTAR_COUNT_DIVISOR = 6 ; AI artillery: number of shells is mortar points divided by this RADIO_OPERATOR_MORTAR_SHELL_DIVISOR = 30 ; AI artillery: the total sum of mortars points is determined by the quality of soldiers RADIO_OPERATOR_MORTAR_POINTS_ADMIN = 10 RADIO_OPERATOR_MORTAR_POINTS_TROOP = 15 RADIO_OPERATOR_MORTAR_POINTS_ELITE = 25 ; artillery shells land within a x tiles radius of their target RADIO_OPERATOR_MORTAR_RADIUS = 10 ; the initial signal shell lands within x tiles radius of their target RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2 ; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors ; This also requires AllowReinforcements to be 1 in DifficultySettings.xml ; 0: not at all ; 1: if they are in the same town ; 2: if either this or the adjacent sector is in a town ; 3: possible in all sectors RADIO_OPERATOR_REINFORCEMENT_SETTING = 2 ; scan assignment: detect enemies up to x sectors away RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5 ; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20 ; if frequencies are jammed, bombs cannot be activated/defused by remote RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS = FALSE ; if a enemy radio operators jams frequencies, there is a 5% chance that he will activate remote bombs/defuses RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Snitch] ; Base chance that snitch will inform about certain event (in percents) BASE_CHANCE = 50 ; How much chance is increased by relation between snitch and target (0.0 - 10.0) ; Note: by default relations are rated from -25 (hated) to 25 (buddy) MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0 ; How much chance is decreased by relation between snitch and target (0.0 - 10.0) ; Note: by default relations are rated from -25 (hated) to 25 (buddy) SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5 ; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0) SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5 ; Bonus to chance if merc is sociable (-100 - 100) SOCIABLE_MERC_BONUS = 10 ; Bonus to chance if merc is loner (-100 - 100) LONER_MERC_BONUS = -10 ; Bonus to chance if snitch and merc are on the same assignment (-100 - 100) SAME_ASSIGNMENT_BONUS = 20 ; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%) ; (-25 - 25) MERC_OPINION_ABOUT_MERC_TRESHOLD = -10 ; Reputation gain per day if snitch is happy (0 - 100) PASSIVE_REPUTATION_GAIN = 3 ; Hearing range bonus (0 - 100) HEARING_RANGE_BONUS = 1 ; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0) PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0 ; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0) PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Survival] ; Strategic map travel speed increased by a percentage if a survivalist is present in group GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30 GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15 ; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.) MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2 ; Percentage reduction of stamina burn when travelling ; (This only applies for survivalist himself.) ENERGY_SPENT_TRAVEL_REDUCTION = 50 ; Percentage of weather penalties reduced. Values from 0.0 to 1.0. WEATHER_PENALTIES_REDUCTION = 0.35 ; Camouflage wear out percentage speed reduction CAMO_WORNOUT_SPEED_REDUCTION = 75 ; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu. ; This is the maximum range at which one can spot tracks. TRACKER_MAX_RANGE = 30 ; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30. TRACKER_ABILITY = 30 ; reduce likelihood of getting diseases by x percent ; values from 0% to 100% DISEASE_RESISTANCE = 10 ; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50% ; values from -100% to 100% FOOD_CONSUMPTION = -20 DRINK_CONSUMPTION = -10 ; bonus to evade snake attacks in water SNAKE_EVADE_BONUS = 10 ; bonus to base camouflage effectiveness CAMO_EFFECTIVENESS_BONUS = 20