179 lines
4.5 KiB
Text
179 lines
4.5 KiB
Text
|
|
############################
|
||
|
|
# 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
|
||
|
|
}
|
||
|
|
}
|