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common/script_values/00_single_combat_values.txt
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179
common/script_values/00_single_combat_values.txt
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############################
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# COMBAT SETTINGS
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############################
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# 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.
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starting_injury_bonus = 10
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# How much of a gap do you need, initially, between you and your opponent in order to win?
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starting_success_threshold = 125
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# How many rounds can the single combat go before it enters sudden death?
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round_cap_limit = 4
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# When does it get easier to injure yourself, and by how much?
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round_injury_bonus_lower = 3
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round_injury_bonus_lowest = 4
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round_injury_adjustment_lower = 10
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round_injury_adjustment_lowest = 30
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# When does it get easier to win, and by how much?
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round_success_threshold_lower = 3
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round_success_threshold_lowest = 4
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round_success_adjustment_lower = -15
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round_success_adjustment_lowest = -20
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############################
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# SINGLE COMBAT SKILL RATINGS
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############################
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low_scsk = low_skill_rating
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mediocre_scsk = mediocre_skill_rating
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medium_scsk = medium_skill_rating
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decent_scsk = decent_skill_rating
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high_scsk = high_skill_rating
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very_high_scsk = very_high_skill_rating
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extremely_high_scsk = extremely_high_skill_rating
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############################
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# COMBAT ROLLS
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############################
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# Injury Risk values
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injury_risk_none = 0
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injury_risk_low = 25
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injury_risk_medium = 50
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injury_risk_high = 75
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injury_risk_very_high = 100
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# Duel Success values
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duel_success_none = 0
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duel_success_low = 25
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duel_success_medium = 50
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duel_success_high = 75
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duel_success_very_high = 100
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############################
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# DESC THRESHOLDS
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############################
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sc_defender_injury_check_actual = {
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value = scope:sc_defender.var:sc_defender_injury_risk_check
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subtract = scope:sc_defender.var:sc_defender_duel_success_score
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}
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sc_attacker_injury_check_actual = {
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value = scope:sc_attacker.var:sc_attacker_injury_risk_check
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subtract = scope:sc_attacker.var:sc_attacker_duel_success_score
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}
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single_combat_injury_very_unlikely_value = -50
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single_combat_injury_unlikely_value = -10
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single_combat_injury_neutral_value = 10
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single_combat_injury_likely_value = 40
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single_combat_success_almost_impossible_value = -70
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single_combat_success_very_unlikely_value = -45
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single_combat_success_unlikely_value = -20
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single_combat_success_likely_value = 20
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single_combat_success_very_likely_value = 45
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single_combat_success_almost_certain_value = 70
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############################
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# COMBAT MOVE WEIGHTING CONTROLS
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############################
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sce_regular_combat_repeat_down_weight = -750
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############################
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# COMBAT MOVE AI WEIGHTS
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############################
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sce_ai_mod_trait_weight_light = 25
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sce_ai_mod_trait_weight_medium = 50
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sce_ai_mod_trait_weight_heavy = 75
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sce_ai_mod_trait_down_weight_medium = -50
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############################
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# COMBAT MOVE SPECIAL EFFECTS VALUES
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############################
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combat_move_pocket_silver_value = 20
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combat_move_reason_you_suck_speech_value = {
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value = diplomacy
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# Every 1pts of diplomacy gives 5 prestige.
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multiply = 5
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}
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combat_move_butchery_dread_value = {
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value = prowess
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# Every 2pts of prowess gives a point of dread.
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divide = 2
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# Up to a sensible maximum.
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max = 10
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}
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combat_move_blade_dance_value = {
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value = prowess
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# Every 1pts of prowess gives 5 prestige.
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multiply = 5
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}
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# Since this doesn't refere to a true threshold, a malus means incrementing the number (bringing you closer to the eventual target).
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combat_move_wound_threshold_malus_1 = 30
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combat_move_wound_threshold_malus_2 = 40
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combat_move_wound_threshold_malus_3 = 50
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# Since this doesn't refere to a true threshold, a bonus means decrementing the number (bringing you further away from the eventual target).
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combat_move_wound_threshold_bonus_1 = -30
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combat_move_wound_threshold_bonus_2 = -40
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combat_move_wound_threshold_bonus_3 = -50
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############################
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# MISC
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############################
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# Calculates a character's prowess, plus the number of traits they have with beneficial special combat moves.
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sce_has_single_combat_special_traits_value = {
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value = prowess
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# Blademaster.
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if = {
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limit = { has_trait = lifestyle_blademaster }
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add = 10
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}
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# Hunter.
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if = {
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limit = { has_trait = lifestyle_hunter }
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add = 10
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}
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# Berserker.
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if = {
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limit = { has_trait = berserker }
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add = 10
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}
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# Shieldmaiden.
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if = {
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limit = { has_trait = shieldmaiden }
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add = 10
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}
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# Varangian.
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if = {
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limit = { has_trait = varangian }
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add = 10
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}
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# Deviant.
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if = {
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limit = { has_trait = deviant }
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add = 10
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}
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# Viking.
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if = {
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limit = { has_trait = viking }
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add = 10
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}
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}
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