N3OW/common/script_values/00_single_combat_values.txt

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2024-11-16 19:09:11 +00:00
############################
# COMBAT SETTINGS
############################
# By default, how much % extra do we pump it up when someone is risking injury? Occurs *after* it has been determined that they may be injured, and just increases that chance.
starting_injury_bonus = 10
# How much of a gap do you need, initially, between you and your opponent in order to win?
starting_success_threshold = 125
# How many rounds can the single combat go before it enters sudden death?
round_cap_limit = 4
# When does it get easier to injure yourself, and by how much?
round_injury_bonus_lower = 3
round_injury_bonus_lowest = 4
round_injury_adjustment_lower = 10
round_injury_adjustment_lowest = 30
# When does it get easier to win, and by how much?
round_success_threshold_lower = 3
round_success_threshold_lowest = 4
round_success_adjustment_lower = -15
round_success_adjustment_lowest = -20
############################
# SINGLE COMBAT SKILL RATINGS
############################
low_scsk = low_skill_rating
mediocre_scsk = mediocre_skill_rating
medium_scsk = medium_skill_rating
decent_scsk = decent_skill_rating
high_scsk = high_skill_rating
very_high_scsk = very_high_skill_rating
extremely_high_scsk = extremely_high_skill_rating
############################
# COMBAT ROLLS
############################
# Injury Risk values
injury_risk_none = 0
injury_risk_low = 25
injury_risk_medium = 50
injury_risk_high = 75
injury_risk_very_high = 100
# Duel Success values
duel_success_none = 0
duel_success_low = 25
duel_success_medium = 50
duel_success_high = 75
duel_success_very_high = 100
############################
# DESC THRESHOLDS
############################
sc_defender_injury_check_actual = {
value = scope:sc_defender.var:sc_defender_injury_risk_check
subtract = scope:sc_defender.var:sc_defender_duel_success_score
}
sc_attacker_injury_check_actual = {
value = scope:sc_attacker.var:sc_attacker_injury_risk_check
subtract = scope:sc_attacker.var:sc_attacker_duel_success_score
}
single_combat_injury_very_unlikely_value = -50
single_combat_injury_unlikely_value = -10
single_combat_injury_neutral_value = 10
single_combat_injury_likely_value = 40
single_combat_success_almost_impossible_value = -70
single_combat_success_very_unlikely_value = -45
single_combat_success_unlikely_value = -20
single_combat_success_likely_value = 20
single_combat_success_very_likely_value = 45
single_combat_success_almost_certain_value = 70
############################
# COMBAT MOVE WEIGHTING CONTROLS
############################
sce_regular_combat_repeat_down_weight = -750
############################
# COMBAT MOVE AI WEIGHTS
############################
sce_ai_mod_trait_weight_light = 25
sce_ai_mod_trait_weight_medium = 50
sce_ai_mod_trait_weight_heavy = 75
sce_ai_mod_trait_down_weight_medium = -50
############################
# COMBAT MOVE SPECIAL EFFECTS VALUES
############################
combat_move_pocket_silver_value = 20
combat_move_reason_you_suck_speech_value = {
value = diplomacy
# Every 1pts of diplomacy gives 5 prestige.
multiply = 5
}
combat_move_butchery_dread_value = {
value = prowess
# Every 2pts of prowess gives a point of dread.
divide = 2
# Up to a sensible maximum.
max = 10
}
combat_move_blade_dance_value = {
value = prowess
# Every 1pts of prowess gives 5 prestige.
multiply = 5
}
# Since this doesn't refere to a true threshold, a malus means incrementing the number (bringing you closer to the eventual target).
combat_move_wound_threshold_malus_1 = 30
combat_move_wound_threshold_malus_2 = 40
combat_move_wound_threshold_malus_3 = 50
# Since this doesn't refere to a true threshold, a bonus means decrementing the number (bringing you further away from the eventual target).
combat_move_wound_threshold_bonus_1 = -30
combat_move_wound_threshold_bonus_2 = -40
combat_move_wound_threshold_bonus_3 = -50
############################
# MISC
############################
# Calculates a character's prowess, plus the number of traits they have with beneficial special combat moves.
sce_has_single_combat_special_traits_value = {
value = prowess
# Blademaster.
if = {
limit = { has_trait = lifestyle_blademaster }
add = 10
}
# Hunter.
if = {
limit = { has_trait = lifestyle_hunter }
add = 10
}
# Berserker.
if = {
limit = { has_trait = berserker }
add = 10
}
# Shieldmaiden.
if = {
limit = { has_trait = shieldmaiden }
add = 10
}
# Varangian.
if = {
limit = { has_trait = varangian }
add = 10
}
# Deviant.
if = {
limit = { has_trait = deviant }
add = 10
}
# Viking.
if = {
limit = { has_trait = viking }
add = 10
}
}