############################ # 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 } }